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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/UInputDeviceSubsystem
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceSubsystem.h |
| Include | #include "GameFramework/InputDeviceSubsystem.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameFramework/InputDeviceSubsystem.cpp |
FInputDevicePropertyHandle ActivateDeviceProperty
&40;
UInputDeviceProperty &42; Property,
const FActivateDevicePropertyParams & Params
&41;
Remarks
Starts tracking the given device property as an "Active" property. This means that the property will be evaluted and applied to its platform user
NOTE: This does NOT make a new instance of the given property. If you pass in the same object before it is completely evaluated, then you see undesired effects.