| bConsumed |
uint8 |
True if this key has been "consumed" by an InputComponent and should be ignored for further components during this update. |
KeyState.h |
|
| bDown |
uint8 |
True if this key is "down", false otherwise. |
KeyState.h |
|
| bDownPrevious |
uint8 |
Queued state information. This data is updated or flushed once player input is processed. |
KeyState.h |
|
| bWasJustFlushed |
uint8 |
True if this key was flushed this frame. |
KeyState.h |
|
| EventAccumulator |
TArray< uint32 > |
Used to accumulate events during the frame and flushed when processed. |
KeyState.h |
|
| EventCounts |
TArray< uint32 > |
How many of each event type had been received when input was last processed. |
KeyState.h |
|
| LastUpDownTransitionTime |
float |
Global time of last up->down or down->up transition. |
KeyState.h |
|
| PairSampledAxes |
uint8 |
Flag paired axes that have been sampled this tick. X = LSB, Z = MSB |
KeyState.h |
|
| RawValue |
FVector |
This is the most recent raw value reported by the device. |
KeyState.h |
|
| RawValueAccumulator |
FVector |
Used to accumulate input values during the frame and flushed after processing. |
KeyState.h |
|
| SampleCountAccumulator |
uint8 |
How many samples contributed to RawValueAccumulator. Used for smoothing operations, e.g. mouse |
KeyState.h |
|
| Value |
FVector |
The final "value" for this control, after any optional processing. |
KeyState.h |
|