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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- FInputModeDataBase
- FInputModeGameAndUI
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
Include | #include "GameFramework/PlayerController.h" |
Syntax
struct FInputModeGameAndUI : public FInputModeDataBase
Remarks
Data structure used to setup an input mode that allows the UI to respond to user input, and if the UI doesn't handle it player input / player controller gets a chance.
Variables
Type | Name | Description | |
---|---|---|---|
bool | bHideCursorDuringCapture | ||
EMouseLockMode | MouseLockMode | ||
TSharedPtr< SWidget > | WidgetToFocus |
Constructors
Type | Name | Description | |
---|---|---|---|
Functions
Type | Name | Description | |
---|---|---|---|
FInputModeGameAndUI & | SetHideCursorDuringCapture
(
bool InHideCursorDuringCapture |
Whether to hide the cursor during temporary mouse capture caused by a mouse down | |
FInputModeGameAndUI & | SetLockMouseToViewportBehavior
(
EMouseLockMode InMouseLockMode |
Sets the mouse locking behavior of the viewport | |
FInputModeGameAndUI & | SetWidgetToFocus
(
TSharedPtr< SWidget > InWidgetToFocus |
Widget to focus |
Overridden from FInputModeDataBase
Type | Name | Description | |
---|---|---|---|
void | ApplyInputMode
(
FReply& SlateOperations, |
Derived classes override this function to apply the necessary settings for the desired input mode | |
const FString & | Returns the name of this input mode for debug display when you call the "showdebug input" command. | ||
bool |