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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 |
UFUNCTION (BlueprintCallable, Category="Input Devices", Meta=(ReturnDisplayName="Device Property"))
UInputDeviceProperty * GetActiveDeviceProperty
(
const FInputDevicePropertyHandle Handle
) const
Remarks
Returns a pointer to the active input device property with the given handle. Returns null if the property doesn't exist