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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEngineSubsystem
- UInputDeviceSubsystem
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceSubsystem.h |
Include | #include "GameFramework/InputDeviceSubsystem.h" |
Syntax
class UInputDeviceSubsystem :
public UEngineSubsystem,
public FTickableGameObject
Remarks
The input device subsystem provides an interface to allow users to set Input Device Properties on any Platform User.
Variables
Type | Name | Description | |
---|---|---|---|
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TSet< FActiveDeviceProperty > | ActiveProperties | Set of currently active input device properties that will be evaluated on tick |
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bool | bIsPIEPlaying | |
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TSharedPtr< class FInputDeviceSubsystemProcessor > | InputPreprocessor | An input processor that is used to determine the most recently used hardware device for each user |
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TMap< FInputDeviceId, FHardwareDeviceIdentifier > | LatestInputDeviceIdentifiers | A map of an input device to it's most recent hardware device identifier |
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TMap< FPlatformUserId, FHardwareDeviceIdentifier > | LatestUserDeviceIdentifiers | A map of platform user's to their most recent hardware device identifier |
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FHardwareInputDeviceChanged | OnInputHardwareDeviceChanged | A delegate that is fired when a platform user changes what Hardware Input device they are using |
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TSet< FInputDevicePropertyHandle > | PropertiesPendingRemoval | Set of property handles the properties that are currently pending manual removal. |
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TArray< FResetPIEData > | PropertyClassesRequiringReset | A set of device properties that should be reset when PIE ends. |
Functions
Type | Name | Description | |
---|---|---|---|
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FInputDevicePropertyHandle | ActivateDeviceProperty
(
UInputDeviceProperty* Property, |
Starts tracking the given device property as an "Active" property. |
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FInputDevicePropertyHandle | ActivateDevicePropertyOfClass
(
TSubclassOf< UInputDeviceProperty > PropertyClass, |
Spawn a new instance of the given device property class and activate it. |
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UInputDeviceSubsystem * | Get () |
Returns a pointer to the Input Device Engine Subsystem if it is available. |
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UInputDeviceProperty * | GetActiveDeviceProperty
(
const FInputDevicePropertyHandle Handle |
Returns a pointer to the active input device property with the given handle. |
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FHardwareDeviceIdentifier | GetInputDeviceHardwareIdentifier
(
const FInputDeviceId InputDevice |
|
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FHardwareDeviceIdentifier | GetMostRecentlyUsedHardwareDevice
(
const FPlatformUserId InUserId |
Gets the most recently used hardware input device for the given platform user |
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bool | IsPropertyActive
(
const FInputDevicePropertyHandle Handle |
Returns true if the property associated with the given handle is currently active, and it is not pending removal |
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void | OnPIEPaused
(
bool bSimulating |
|
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void | OnPIEResumed
(
bool bSimulating |
|
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void | OnPIEStopped
(
bool bSimulating |
|
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void | OnPrePIEStarted
(
bool bSimulating |
Callbacks for when PIE is started/stopped. |
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void | Removes all the current Input Device Properties that are active, regardless of the Platform User | |
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void | RemoveDevicePropertyByHandle
(
const FInputDevicePropertyHandle HandleToRemove |
Remove a single device property based on it's handle |
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void | RemoveDevicePropertyHandles
(
const TSet< FInputDevicePropertyHandle >& HandlesToRemove |
Remove a set of device properties based on their handles. |
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void | SetMostRecentlyUsedHardwareDevice
(
const FInputDeviceId InDeviceId, |
Set the most recently used hardware device from the input processor |
Overridden from USubsystem
Type | Name | Description | |
---|---|---|---|
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void | Deinitialize () |
Implement this for deinitialization of instances of the system |
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void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system |
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bool | ShouldCreateSubsystem
(
UObject* Outer |
Override to control if the Subsystem should be created at all. |
Overridden from FTickableGameObject
Type | Name | Description | |
---|---|---|---|
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UWorld * | ||
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bool | Used to determine whether the object should be ticked in the editor. |
Overridden from FTickableObjectBase
Type | Name | Description | |
---|---|---|---|
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TStatId | GetStatId () |
Return the stat id to use for this tickable |
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ETickableTickType | Virtual that can be overloaded by the inheriting class. | |
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bool | Virtual that can be overloaded by the inheriting class. | |
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void | Tick
(
float DeltaTime |
Pure virtual that must be overloaded by the inheriting class. |
Classes
Type | Name | Description | |
---|---|---|---|
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FResetPIEData |