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Contains a pointer to an active device property and keeps track of how long it has been evaluated for
| Name | FActiveDeviceProperty |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceSubsystem.h |
| Include Path | #include "GameFramework/InputDeviceSubsystem.h" |
Syntax
USTRUCT ()
struct FActiveDeviceProperty
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActiveDeviceProperty() |
GameFramework/InputDeviceSubsystem.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasBeenAppliedAtLeastOnce | uint8 | This is set to true when this device property has been applied. | GameFramework/InputDeviceSubsystem.h | |
| bIgnoreTimeDilation | uint8 | If true, then this device property will ignore dilated delta time and use the Applications delta time instead | GameFramework/InputDeviceSubsystem.h | |
| bLooping | uint8 | If true, then the input device property will not be removed after it's evaluation time has completed. | GameFramework/InputDeviceSubsystem.h | |
| bPlayWhilePaused | uint8 | If true, then this device property will be played even if the game world is paused. | GameFramework/InputDeviceSubsystem.h | |
| DeviceId | FInputDeviceId | The input device id that should receive this property. | GameFramework/InputDeviceSubsystem.h | |
| EvaluatedDuration | double | How long this property has been evaluated for. DeltaTime is added to this on tick | GameFramework/InputDeviceSubsystem.h | |
| PlatformUser | FPlatformUserId | The platform user that is actively receiving this device property | GameFramework/InputDeviceSubsystem.h | |
| Property | TWeakObjectPtr< UInputDeviceProperty > | The active device property | GameFramework/InputDeviceSubsystem.h | |
| PropertyHandle | FInputDevicePropertyHandle | The handle of this active property. | GameFramework/InputDeviceSubsystem.h |
Functions
Public
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FActiveDeviceProperty& Other |
GameFramework/InputDeviceSubsystem.h | ||
bool operator==
(
const FActiveDeviceProperty& Other |
GameFramework/InputDeviceSubsystem.h |