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Handles all input for UVCamComponent. Essentially maps input devices to UVCamComponents, similar like APlayerController does for gameplay code.
| Name | UInputVCamSubsystem |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/VirtualCameraCore/Source/VCamCore/Public/Input/InputVCamSubsystem.h |
| Include Path | #include "Input/InputVCamSubsystem.h" |
Syntax
UCLASS ()
class UInputVCamSubsystem :
public UVCamSubsystem ,
public IEnhancedInputSubsystemInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UVCamSubsystem → UInputVCamSubsystem
Implements Interfaces
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ContinuouslyInjectedInputs | TMap< TObjectPtr< const UInputAction >, FInjectedInput > | Map of inputs that should be injected every frame. | Input/InputVCamSubsystem.h |
|
| CurrentInputStack | TArray< TWeakObjectPtr< UInputComponent > > | Internal. This is the current stack of InputComponents that is being processed by the PlayerInput. | Input/InputVCamSubsystem.h |
|
| InputPreprocessor | TSharedPtr< UE::VCamCore::FVCamInputProcessor > | Input/InputVCamSubsystem.h | ||
| PlayerInput | TObjectPtr< UVCamPlayerInput > | Input/InputVCamSubsystem.h |
|
|
| UserSettings | TObjectPtr< UEnhancedInputUserSettings > | The user settings for this subsystem used to store each user's input related settings | Input/InputVCamSubsystem.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FVCamInputDeviceConfig & GetInputSettings() |
Input/InputVCamSubsystem.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGS bool InputKey
(
const FInputKeyParams& Params |
Inputs a key on this subsystem's player input which can then be processed as normal during Tick. | Input/InputVCamSubsystem.h | |
bool InputKey
(
const FInputKeyEventArgs& Params |
Inputs a key on this subsystem's player input which can then be processed as normal during Tick. | Input/InputVCamSubsystem.h | |
bool PopInputComponent
(
UInputComponent* InInputComponent |
Removes this input component onto the stack to be processed by this subsystem's tick function | Input/InputVCamSubsystem.h | |
void PushInputComponent
(
UInputComponent* InInputComponent |
Pushes this input component onto the stack to be processed by this subsystem's tick function | Input/InputVCamSubsystem.h | |
void SetInputSettings
(
const FVCamInputDeviceConfig& Input |
Input/InputVCamSubsystem.h |
Overridden from UVCamSubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnUpdate
(
float DeltaTime |
Called by UVCamComponent::Update (its equivalent of Tick). | Input/InputVCamSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
Input/InputVCamSubsystem.h | ||
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
Input/InputVCamSubsystem.h |
Overridden from IEnhancedInputSubsystemInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TMap< TObjectPtr< const UInputAction >, FInjectedInput > & GetContinuouslyInjectedInputs() |
Input/InputVCamSubsystem.h | ||
virtual UEnhancedPlayerInput * GetPlayerInput() |
Input/InputVCamSubsystem.h | ||
virtual UEnhancedInputUserSettings * GetUserSettings() |
Input/InputVCamSubsystem.h | ||
virtual void InitalizeUserSettings() |
Input/InputVCamSubsystem.h |