Navigation
API > API/Plugins > API/Plugins/GameInputBase
Inheritance Hierarchy
- UObject
- UGameInputDeveloperSettings
References
| Module | GameInputBase |
| Header | /Engine/Plugins/Runtime/GameInput/Source/GameInputBase/Public/GameInputDeveloperSettings.h |
| Include | #include "GameInputDeveloperSettings.h" |
Syntax
UCLASS (Config=Input, defaultconfig, Meta=(DisplayName="Game Input Plugin Settings"))
class UGameInputDeveloperSettings : public UObject
Remarks
Settings related to the Game Input device interface.
These will allow you to enable and disable specific types of input devices within Game Input as well as configure key mappings for generic controller types based on their unique vendor/product ID's.
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bDoNotProcessDuplicateCapabilitiesForSingleUser | If true, when you have multiple input devices mapped to a single FPlatformUserId, we will only process events from one of them each frame. | |
| TArray< FGameInputDeviceConfiguration > | DeviceConfigurations | Array of devices that you want to specify the behavior for. | |
| FGameInputSettingChanged | OnInputSettingChanged | A delegate that is called on PostEditChangeProperty with the name of the property that has changed. | |
| FPerPlatformSettings | PlatformSpecificSettings | Settings for Game input that you may want to set per-platform. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGameInputDeveloperSettings
(
const FObjectInitializer& Initializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| const TArray< uint32 > & | Returns all known uint32 options for controller button configurations. | ||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Typedefs
| Name | Description |
|---|---|
| FGameInputSettingChanged |