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Base class that represents a single Input Device Property. An Input Device Property represents a feature that can be set on an input device. Things like what color a light is, advanced rumble patterns, or trigger haptics.
This top level object can then be evaluated at a specific time to create a lower level FInputDeviceProperty, which the IInputInterface implementation can interpret however it desires.
The behavior of device properties can vary depending on the current platform. Some platforms may not support certain device properties. An older gamepad may not have any advanced trigger haptics for example.
| Name | UInputDeviceProperty |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceProperties.h |
| Include Path | #include "GameFramework/InputDeviceProperties.h" |
Syntax
UCLASS (Abstract, Blueprintable, BlueprintType, EditInlineNew, CollapseCategories,
Meta=(ShowWorldContextPin), MinimalAPI)
class UInputDeviceProperty : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInputDeviceProperty
Derived Classes
UInputDeviceProperty derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UInputDeviceProperty
(
const FObjectInitializer& ObjectInitializer |
GameFramework/InputDeviceProperties.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float GetDuration () |
The duration that this device property should last. | GameFramework/InputDeviceProperties.h | |
virtual float RecalculateDuration () |
Recalculates this device property's duration. | GameFramework/InputDeviceProperties.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
Post edit change property to update the duration if there are any dynamic options like for curves. | GameFramework/InputDeviceProperties.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDeviceProperty
(
const FPlatformUserId UserId, |
Apply the device property from GetInternalDeviceProperty to the given platform user. | GameFramework/InputDeviceProperties.h |
|
void EvaluateDeviceProperty
(
const FPlatformUserId PlatformUser, |
Evaluate this device property for a given duration. | GameFramework/InputDeviceProperties.h |
|
virtual void EvaluateDeviceProperty_Implementation
(
const FPlatformUserId PlatformUser, |
Native C++ implementation of EvaluateDeviceProperty. | GameFramework/InputDeviceProperties.h | |
const TDataLayout * GetDeviceSpecificData
(
const FPlatformUserId UserId, |
Returns the device specific data for the given platform user. | GameFramework/InputDeviceProperties.h | |
TDataLayout * GetDeviceSpecificDataMutable
(
const FPlatformUserId UserId, |
GameFramework/InputDeviceProperties.h | ||
virtual FInputDeviceProperty * GetInternalDeviceProperty() |
Gets a pointer to the current input device property that the IInputInterface can use. | GameFramework/InputDeviceProperties.h | |
void ResetDeviceProperty
(
const FPlatformUserId PlatformUser, |
Reset the current device property. | GameFramework/InputDeviceProperties.h |
|
virtual void ResetDeviceProperty_Implementation
(
const FPlatformUserId PlatformUser, |
Native C++ implementation of ResetDeviceProperty Override this in C++ to alter the device property behavior in native code. | GameFramework/InputDeviceProperties.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void ApplyDeviceProperty_Internal
(
const FPlatformUserId UserId, |
Apply the given device property | GameFramework/InputDeviceProperties.h |