Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UInputDeviceProperty
- UInputDeviceTriggerEffect
- UInputDeviceTriggerFeedbackProperty
- UInputDeviceTriggerResistanceProperty
- UInputDeviceTriggerVibrationProperty
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceProperties.h |
| Include | #include "GameFramework/InputDeviceProperties.h" |
Syntax
class UInputDeviceTriggerEffect : public UInputDeviceProperty
Remarks
A property that effect the triggers on a gamepad
Variables
| Type | Name | Description | |
|---|---|---|---|
| FDeviceTriggerBaseData | BaseTriggerData | ||
| FInputDeviceTriggerResetProperty | ResetProperty | Internal property that can be used to reset a given trigger |
Overridden from UInputDeviceProperty
| Type | Name | Description | |
|---|---|---|---|
| void | ApplyDeviceProperty
(
const FPlatformUserId UserId, |
Apply the device property from GetInternalDeviceProperty to the given platform user. | |
| FInputDeviceProperty * | Gets a pointer to the current input device property that the IInputInterface can use. | ||
| void | ResetDeviceProperty_Implementation
(
const FPlatformUserId PlatformUser, |
Native C++ implementation of ResetDeviceProperty Override this in C++ to alter the device property behavior in native code. |