Navigation
API > API/Plugins > API/Plugins/GameInputBase > API/Plugins/GameInputBase/FGameInputRawDeviceReportData
Syntax
UPROPERTY (EditAnywhere, Config, Category="Game Input Device",
Meta=(EditCondition="TranslationBehavior == ERawDeviceReportTranslationBehavior::TreatAsButtonBitmask", EditConditionHides))
TMap< int32 , FName > ButtonBitMaskMappings
Remarks
When treating this raw input as a button we will map the key value of this map to a bit on the raw input value. I.e. a key value of "1" will look at the first bit to see if it is set. If it is, then send a controller button event for the associated FName