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API > API/Runtime > API/Runtime/Engine
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/KeyState.h |
| Include | #include "KeyState.h" |
Syntax
struct FKeyState
Variables
| Type | Name | Description | |
|---|---|---|---|
| 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. | |
| uint8: 1 | bWasJustFlushed | True if this key was flushed this frame. | |
| 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. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
FKeyState () |