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A static BP library that exposes Input Device data to blueprints
Keep any function comments up to date with those in GenericPlatformInputDeviceMapper.h!
| Name | UInputDeviceLibrary |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceLibrary.h |
| Include Path | #include "GameFramework/InputDeviceLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class UInputDeviceLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UInputDeviceLibrary
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool EqualEqual_InputDeviceId
(
FInputDeviceId A, |
Returns true if InputDeviceId A is equal to InputDeviceId B (A == B) | GameFramework/InputDeviceLibrary.h |
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static bool EqualEqual_PlatformUserId
(
FPlatformUserId A, |
Returns true if PlatformUserId A is equal to PlatformUserId B (A == B) | GameFramework/InputDeviceLibrary.h |
|
static int32 GetAllActiveUsers
(
TArray< FPlatformUserId >& OutUsers |
Get all currently active platform ids, anyone who has a mapped input device | GameFramework/InputDeviceLibrary.h |
|
static int32 GetAllConnectedInputDevices
(
TArray< FInputDeviceId >& OutInputDevices |
Gather all currently connected input devices | GameFramework/InputDeviceLibrary.h |
|
static int32 GetAllInputDevices
(
TArray< FInputDeviceId >& OutInputDevices |
Get all mapped input devices on this platform regardless of their connection state. | GameFramework/InputDeviceLibrary.h |
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static int32 GetAllInputDevicesForUser
(
const FPlatformUserId UserId, |
Populates the OutInputDevices array with any InputDeviceID's that are mapped to the given platform user | GameFramework/InputDeviceLibrary.h |
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static FInputDeviceId GetDefaultInputDevice() |
Returns the default device id used for things like keyboard/mouse input | GameFramework/InputDeviceLibrary.h |
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static EInputDeviceConnectionState GetInputDeviceConnectionState
(
const FInputDeviceId DeviceId |
Gets the connection state of the given input device. | GameFramework/InputDeviceLibrary.h |
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static APlayerController * GetPlayerControllerFromInputDevice
(
const FInputDeviceId DeviceId |
Get the player controller who owns the given input device id | GameFramework/InputDeviceLibrary.h |
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static APlayerController * GetPlayerControllerFromPlatformUser
(
const FPlatformUserId UserId |
Get the player controller who has the given Platform User ID. | GameFramework/InputDeviceLibrary.h |
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static FInputDeviceId GetPrimaryInputDeviceForUser
(
FPlatformUserId UserId |
Returns the primary input device used by a specific player, or INPUTDEVICEID_NONE if invalid | GameFramework/InputDeviceLibrary.h |
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static FPlatformUserId GetPrimaryPlatformUser () |
Returns the 'Primary' Platform user for this platform. | GameFramework/InputDeviceLibrary.h |
|
static FPlatformUserId GetUserForInputDevice
(
FInputDeviceId DeviceId |
Returns the platform user attached to this input device, or PLATFORMUSERID_NONE if invalid | GameFramework/InputDeviceLibrary.h |
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| Returns the platform user id that is being used for unmapped input devices. | GameFramework/InputDeviceLibrary.h |
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static FInputDeviceId InputDeviceId_None() |
Static invalid input device | GameFramework/InputDeviceLibrary.h |
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static bool IsDevicePropertyHandleValid
(
const FInputDevicePropertyHandle& InHandle |
Returns true if the given handle is valid | GameFramework/InputDeviceLibrary.h |
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static bool IsInputDeviceMappedToUnpairedUser
(
const FInputDeviceId InputDevice |
Returns true if the given input device is mapped to the unpaired platform user id. | GameFramework/InputDeviceLibrary.h |
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static bool IsUnpairedUserId
(
const FPlatformUserId PlatformId |
Returns true if the given Platform User Id is the user for unpaired input devices on this platform. | GameFramework/InputDeviceLibrary.h |
|
static bool IsValidInputDevice
(
FInputDeviceId DeviceId |
Check if the given input device is valid | GameFramework/InputDeviceLibrary.h |
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static bool IsValidPlatformId
(
FPlatformUserId UserId |
Check if the given platform ID is valid | GameFramework/InputDeviceLibrary.h |
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static bool NotEqual_InputDeviceId
(
FInputDeviceId A, |
Returns true if InputDeviceId A is not equal to InputDeviceId B (A != B) | GameFramework/InputDeviceLibrary.h |
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static bool NotEqual_PlatformUserId
(
FPlatformUserId A, |
Returns true if PlatformUserId A is not equal to PlatformUserId B (A != B) | GameFramework/InputDeviceLibrary.h |
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static FPlatformUserId PlatformUserId_None() |
Static invalid platform user | GameFramework/InputDeviceLibrary.h |
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