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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FViewportClient > API/Runtime/Engine/FViewportClient/InputAxis
Deprecated * Use the new InputAxis function that takes a FInputDeviceId.
- FViewportClient::InputAxis()
- FAnimationViewportClient::InputAxis()
- UGameViewportClient::InputAxis()
- FEditorViewportClient::InputAxis()
- FAnimationViewportClient::InputAxis()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/ViewportClient.h |
| Include | #include "ViewportClient.h" |
virtual bool InputAxis
&40;
FViewport &42; Viewport,
int32 ControllerId,
FKey Key,
float Delta,
float DeltaTime,
int32 NumSamples,
bool bGamepad
&41;
Remarks
Check an axis movement received by the viewport. If the viewport client uses the movement, it should return true to consume it. True to consume the axis movement, false to pass it on.
Parameters
| Name | Description |
|---|---|
| Viewport | The viewport which the axis movement is from. |
| ControllerId | The controller which the axis movement is from. |
| Key | The name of the axis which moved. |
| Delta | The axis movement delta. |
| DeltaTime | The time since the last axis update. |
| NumSamples | The number of device samples that contributed to this Delta, useful for things like smoothing |
| bGamepad | input came from gamepad (ie xbox controller) |