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