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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UInputDeviceProperty
- UColorInputDeviceCurveProperty
- UColorInputDeviceProperty
- UInputDeviceAudioBasedVibrationProperty
- UInputDeviceTriggerEffect
- UInputDeviceTriggerFeedbackProperty
- UInputDeviceTriggerResistanceProperty
- UInputDeviceTriggerVibrationProperty
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceProperties.h |
| Include | #include "GameFramework/InputDeviceProperties.h" |
Syntax
UCLASS (Abstract, Blueprintable, BlueprintType, EditInlineNew, CollapseCategories,
Meta=(ShowWorldContextPin), MinimalAPI)
class UInputDeviceProperty : public UObject
Remarks
Base class that represents a single Input Device Property. An Input Device Property represents a feature that can be set on an input device. Things like what color a light is, advanced rumble patterns, or trigger haptics.
This top level object can then be evaluated at a specific time to create a lower level FInputDeviceProperty, which the IInputInterface implementation can interpret however it desires.
The behavior of device properties can vary depending on the current platform. Some platforms may not support certain device properties. An older gamepad may not have any advanced trigger haptics for example.
Variables
| Type | Name | Description | |
|---|---|---|---|
| float | PropertyDuration | The duration that this device property should last. |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UInputDeviceProperty
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ApplyDeviceProperty
(
const FPlatformUserId UserId, |
Apply the device property from GetInternalDeviceProperty to the given platform user. | |
| void | ApplyDeviceProperty_Internal
(
const FPlatformUserId UserId, |
Apply the given device property | |
| void | EvaluateDeviceProperty
(
const FPlatformUserId PlatformUser, |
Evaluate this device property for a given duration. | |
| void | EvaluateDeviceProperty_Implementation
(
const FPlatformUserId PlatformUser, |
Native C++ implementation of EvaluateDeviceProperty. | |
| const TDataLayout * | GetDeviceSpecificData
(
const FPlatformUserId UserId, |
Returns the device specific data for the given platform user. | |
| TDataLayout * | GetDeviceSpecificDataMutable
(
const FPlatformUserId UserId, |
||
| float | GetDuration () |
The duration that this device property should last. | |
| FInputDeviceProperty * | Gets a pointer to the current input device property that the IInputInterface can use. | ||
| float | Recalculates this device property's duration. | ||
| void | ResetDeviceProperty
(
const FPlatformUserId PlatformUser, |
Reset the current device property. | |
| void | ResetDeviceProperty_Implementation
(
const FPlatformUserId PlatformUser, |
Native C++ implementation of ResetDeviceProperty Override this in C++ to alter the device property behavior in native code. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
Post edit change property to update the duration if there are any dynamic options like for curves. |