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Data structure used to setup an input mode that allows only the player input / player controller to respond to user input.
| Name | FInputModeGameOnly |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
| Include Path | #include "GameFramework/PlayerController.h" |
Syntax
struct FInputModeGameOnly : public FInputModeDataBase
Inheritance Hierarchy
- FInputModeDataBase → FInputModeGameOnly
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInputModeGameOnly() |
GameFramework/PlayerController.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FInputModeGameOnly() |
GameFramework/PlayerController.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInputModeGameOnly & SetConsumeCaptureMouseDown
(
bool InConsumeCaptureMouseDown |
Whether the mouse down that causes capture should be consumed, and not passed to player input processing | GameFramework/PlayerController.h |
Overridden from FInputModeDataBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual const FString & GetDebugDisplayName() |
Returns the name of this input mode for debug display when you call the "showdebug input" command. | GameFramework/PlayerController.h |
Protected
Overridden from FInputModeDataBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyInputMode
(
FReply& SlateOperations, |
Derived classes override this function to apply the necessary settings for the desired input mode | GameFramework/PlayerController.h |