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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.
| Name | UGameInputDeveloperSettings |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameInput/Source/GameInputBase/Public/GameInputDeveloperSettings.h |
| Include Path | #include "GameInputDeveloperSettings.h" |
Syntax
UCLASS (MinimalAPI, Config=Input, defaultconfig, Meta=(DisplayName="Game Input Plugin Settings"))
class UGameInputDeveloperSettings : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameInputDeveloperSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UGameInputDeveloperSettings
(
const FObjectInitializer& Initializer |
GameInputDeveloperSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDoNotProcessDuplicateCapabilitiesForSingleUser | bool | If true, when you have multiple input devices mapped to a single FPlatformUserId, we will only process events from one of them each frame. | GameInputDeveloperSettings.h |
|
| OnInputSettingChanged | TMulticastDelegate< void()> | A delegate that is called on PostEditChangeProperty with the name of the property that has changed. | GameInputDeveloperSettings.h |
Functions
Public
Protected
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
GameInputDeveloperSettings.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static const TArray< uint32 > & GetControllerButtonMappingDataKeyOptions () |
Returns all known uint32 options for controller button configurations. | GameInputDeveloperSettings.h |