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bool |
bOverrideHardwareDeviceIdString |
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. |
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bool |
bProcessControllerAxis |
If true, this device will attempt to process Game Input Controller Axis mappings. |
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bool |
bProcessControllerButtons |
If true, this device will attempt to process Game Input Button states. |
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bool |
bProcessControllerSwitchState |
If true, this device will attempt to process Game Input Switch (aka DPad) state. |
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bool |
bProcessRawReportData |
If true, this device will attempt to process Game Input Raw Report mappings. |
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TMap< uint32, FGameInputControllerAxisData > |
ControllerAxisMappingData |
A map of uint32 button index to some data about how we should treat the raw axis value |
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TMap< uint32, FName > |
ControllerButtonMappingData |
A map of uint32 button index to an associated FName Unreal gamepad key name. |
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FString |
Description |
An editor-only description of this input device. |
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FGameInputDeviceIdentifier |
DeviceIdentifier |
The unique device vendor and product ID that can be used to ID this item at runtime. |
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FString |
OverriddenHardwareDeviceId |
The name of this device that should be used for FInputDeviceScope's to determine when it has been connected or input events came from it. |
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TMap< int32, FGameInputRawDeviceReportData > |
RawReportMappingData |
A map of uint32 raw report index to some data about how we should treat that raw data. |
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uint32 |
RawReportReadingId |
The raw report reading ID ( GameInputRawDeviceReportInfo::id ). |