Navigation
API > API/Runtime > API/Runtime/ApplicationCore
The input device mapping policy controls how Human Interface Devices (HID's) are "mapped" or "assigned" to local players in your game. Depending on this policy, the creation of FPlatformUserId's and FInputDeviceId's can change.
This policy is only in affect on platforms which do NOT have a managed user login or some kind of dedicated input mapping OS functionality (consoles).
| Name | EInputDeviceMappingPolicy |
| Type | enum |
| Header File | /Engine/Source/Runtime/ApplicationCore/Public/GenericPlatform/InputDeviceMappingPolicy.h |
| Include Path | #include "GenericPlatform/InputDeviceMappingPolicy.h" |
Syntax
enum EInputDeviceMappingPolicy
{
Invalid = -1,
UseManagedPlatformLogin = 0,
PrimaryUserSharesKeyboardAndFirstGamepad = 1,
CreateUniquePlatformUserForEachDevice = 2,
MapAllDevicesToPrimaryUser = 3,
}
Values
| Name | Remarks |
|---|---|
| Invalid | Invalid mapping policy. Used to validate that the one in the settings is correct. |
| UseManagedPlatformLogin | Use the current build target's built in platform login functionality. |
| PrimaryUserSharesKeyboardAndFirstGamepad | Maps the keyboard/mouse and the first connected controller to the primary platform user. |
| CreateUniquePlatformUserForEachDevice | If this policy is set, then every input device that is connected will be mapped to a unique platform user, meaning that each device is treated as a separate local player. |
| MapAllDevicesToPrimaryUser | If this policy is set, then every connected input device will be mapped to the primary platform user and new platform user Id's will not be created from input devices. |