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A property that effect the triggers on a gamepad
| Name | UInputDeviceTriggerEffect |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceProperties.h |
| Include Path | #include "GameFramework/InputDeviceProperties.h" |
Syntax
UCLASS (Abstract, Meta=(DisplayName="Base Trigger Effect"), MinimalAPI)
class UInputDeviceTriggerEffect : public UInputDeviceProperty
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInputDeviceProperty → UInputDeviceTriggerEffect
Derived Classes
- UInputDeviceTriggerFeedbackProperty
- UInputDeviceTriggerResistanceProperty
- UInputDeviceTriggerVibrationProperty
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BaseTriggerData | FDeviceTriggerBaseData | GameFramework/InputDeviceProperties.h |
|
Functions
Public
Overridden from UInputDeviceProperty
| 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 | |
virtual FInputDeviceProperty * GetInternalDeviceProperty() |
Gets a pointer to the current input device property that the IInputInterface can use. | 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 |