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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UInputDeviceLibrary
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceLibrary.h |
| Include | #include "GameFramework/InputDeviceLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class UInputDeviceLibrary : public UBlueprintFunctionLibrary
Remarks
A static BP library that exposes Input Device data to blueprints
Keep any function comments up to date with those in GenericPlatformInputDeviceMapper.h!
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Returns true if InputDeviceId A is equal to InputDeviceId B (A == B) | ||
| bool | Returns true if PlatformUserId A is equal to PlatformUserId B (A == B) | ||
| int32 | GetAllActiveUsers
(
TArray< FPlatformUserId >& OutUsers |
Get all currently active platform ids, anyone who has a mapped input device | |
| int32 | GetAllConnectedInputDevices
(
TArray< FInputDeviceId >& OutInputDevices |
Gather all currently connected input devices | |
| int32 | GetAllInputDevices
(
TArray< FInputDeviceId >& OutInputDevices |
Get all mapped input devices on this platform regardless of their connection state. | |
| int32 | GetAllInputDevicesForUser
(
const FPlatformUserId UserId, |
Populates the OutInputDevices array with any InputDeviceID's that are mapped to the given platform user | |
| FInputDeviceId | Returns the default device id used for things like keyboard/mouse input | ||
| EInputDeviceConnectionState | GetInputDeviceConnectionState
(
const FInputDeviceId DeviceId |
Gets the connection state of the given input device. | |
| APlayerController * | GetPlayerControllerFromInputDevice
(
const FInputDeviceId DeviceId |
Get the player controller who owns the given input device id | |
| APlayerController * | GetPlayerControllerFromPlatformUser
(
const FPlatformUserId UserId |
Get the player controller who has the given Platform User ID. | |
| FInputDeviceId | GetPrimaryInputDeviceForUser
(
FPlatformUserId UserId |
Returns the primary input device used by a specific player, or INPUTDEVICEID_NONE if invalid | |
| FPlatformUserId | Returns the 'Primary' Platform user for this platform. | ||
| FPlatformUserId | GetUserForInputDevice
(
FInputDeviceId DeviceId |
Returns the platform user attached to this input device, or PLATFORMUSERID_NONE if invalid | |
| FPlatformUserId | Returns the platform user id that is being used for unmapped input devices. | ||
| FInputDeviceId | Static invalid input device | ||
| bool | IsDevicePropertyHandleValid
(
const FInputDevicePropertyHandle& InHandle |
Returns true if the given handle is valid | |
| bool | IsInputDeviceMappedToUnpairedUser
(
const FInputDeviceId InputDevice |
Returns true if the given input device is mapped to the unpaired platform user id. | |
| bool | IsUnpairedUserId
(
const FPlatformUserId PlatformId |
Returns true if the given Platform User Id is the user for unpaired input devices on this platform. | |
| bool | IsValidInputDevice
(
FInputDeviceId DeviceId |
Check if the given input device is valid | |
| bool | IsValidPlatformId
(
FPlatformUserId UserId |
Check if the given platform ID is valid | |
| bool | Returns true if InputDeviceId A is not equal to InputDeviceId B (A != B) | ||
| bool | Returns true if PlatformUserId A is not equal to PlatformUserId B (A != B) | ||
| FPlatformUserId | Static invalid platform user |