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Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/KeyState.h |
Include | #include "KeyState.h" |
Syntax
struct FKeyState
Variables
Type | Name | Description | |
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uint8: 1 | bConsumed | True if this key has been "consumed" by an InputComponent and should be ignored for further components during this update. |
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uint8: 1 | bDown | True if this key is "down", false otherwise. |
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uint8: 1 | bDownPrevious | Queued state information. This data is updated or flushed once player input is processed. |
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TArray< uint32 >[IE_MAX] | EventAccumulator | Used to accumulate events during the frame and flushed when processed. |
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TArray< uint32 >[IE_MAX] | EventCounts | How many of each event type had been received when input was last processed. |
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float | LastUpDownTransitionTime | Global time of last up->down or down->up transition. |
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uint8: 3 | PairSampledAxes | Flag paired axes that have been sampled this tick. X = LSB, Z = MSB |
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FVector | RawValue | This is the most recent raw value reported by the device. |
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FVector | RawValueAccumulator | Used to accumulate input values during the frame and flushed after processing. |
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uint8 | SampleCountAccumulator | How many samples contributed to RawValueAccumulator. Used for smoothing operations, e.g. mouse |
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FVector | Value | The final "value" for this control, after any optional processing. |
Constructors
Type | Name | Description | |
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FKeyState () |