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API > API/Plugins > API/Plugins/GameInputBase > API/Plugins/GameInputBase/FGameInputDeviceConfiguration
Syntax
UPROPERTY (EditAnywhere, Config, Category="Device Settings", Meta=(InlineEditConditionToggle))
bool bOverrideHardwareDeviceIdString
Remarks
If true, then the hardware device Id specific on this configuration will be used instead of whatever the Game Input SDK tells us this device is. Use this if want to get additional messaging from the Input Device Subsystem when this specific device is used.
For example, some third party controller might be an "Xbox One" controller type, but it is really some specially manufactured hardware for your game that you would like to have access to at the Gameplay layer in UE.