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Configurable data about a unique type of Game Input device. These settings will be used at runtime to determine the behavior of any device whose Vendor and Product ID match this one.
| Name | FGameInputDeviceConfiguration |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/GameInput/Source/GameInputBase/Public/GameInputDeveloperSettings.h |
| Include Path | #include "GameInputDeveloperSettings.h" |
Syntax
USTRUCT ()
struct FGameInputDeviceConfiguration
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameInputDeviceConfiguration() |
GameInputDeveloperSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOverrideHardwareDeviceIdString | bool | 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. | GameInputDeveloperSettings.h |
|
| bProcessControllerAxis | bool | If true, this device will attempt to process Game Input Controller Axis mappings. | GameInputDeveloperSettings.h |
|
| bProcessControllerButtons | bool | If true, this device will attempt to process Game Input Button states. | GameInputDeveloperSettings.h |
|
| bProcessControllerSwitchState | bool | If true, this device will attempt to process Game Input Switch (aka DPad) state. | GameInputDeveloperSettings.h |
|
| bProcessRawReportData | bool | If true, this device will attempt to process Game Input Raw Report mappings. | GameInputDeveloperSettings.h |
|
| ControllerAxisMappingData | TMap< uint32, FGameInputControllerAxisData > | A map of uint32 button index to some data about how we should treat the raw axis value | GameInputDeveloperSettings.h |
|
| ControllerButtonMappingData | TMap< uint32, FName > | A map of uint32 button index to an associated FName Unreal gamepad key name. | GameInputDeveloperSettings.h |
|
| Description | FString | An editor-only description of this input device. | GameInputDeveloperSettings.h |
|
| DeviceIdentifier | FGameInputDeviceIdentifier | The unique device vendor and product ID that can be used to ID this item at runtime. | GameInputDeveloperSettings.h |
|
| OverriddenHardwareDeviceId | FString | 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. | GameInputDeveloperSettings.h |
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| RawReportMappingData | TMap< int32, FGameInputRawDeviceReportData > | A map of uint32 raw report index to some data about how we should treat that raw data. | GameInputDeveloperSettings.h |
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| RawReportReadingId | uint32 | The raw report reading ID ( GameInputRawDeviceReportInfo::id ). | GameInputDeveloperSettings.h |
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