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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceSubsystem.h |
| Include | #include "GameFramework/InputDeviceSubsystem.h" |
Syntax
USTRUCT ()
struct FActiveDeviceProperty
Remarks
Contains a pointer to an active device property and keeps track of how long it has been evaluated for
Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 | bHasBeenAppliedAtLeastOnce | This is set to true when this device property has been applied. | |
| uint8: 1 | bIgnoreTimeDilation | If true, then this device property will ignore dilated delta time and use the Applications delta time instead | |
| uint8: 1 | bLooping | If true, then the input device property will not be removed after it's evaluation time has completed. | |
| uint8: 1 | bPlayWhilePaused | If true, then this device property will be played even if the game world is paused. | |
| FInputDeviceId | DeviceId | The input device id that should receive this property. | |
| double | EvaluatedDuration | How long this property has been evaluated for. DeltaTime is added to this on tick | |
| FPlatformUserId | PlatformUser | The platform user that is actively receiving this device property | |
| TWeakObjectPtr< UInputDeviceProperty > | Property | The active device property | |
| FInputDevicePropertyHandle | PropertyHandle | The handle of this active property. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Operators
| Type | Name | Description | |
|---|---|---|---|
| bool | operator!=
(
const FActiveDeviceProperty& Other |
||
| bool | operator==
(
const FActiveDeviceProperty& Other |