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Per-Platform input options
| Name | UInputPlatformSettings |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputSettings.h |
| Include Path | #include "GameFramework/InputSettings.h" |
Syntax
UCLASS (Config=Input, defaultconfig, MinimalAPI)
class UInputPlatformSettings : public UPlatformSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPlatformSettings → UInputPlatformSettings
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UInputPlatformSettings() |
GameFramework/InputSettings.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DeviceMappingPolicy | EInputDeviceMappingPolicy | The input device mapping policy controls how Human Interface Devices (HID's) are "mapped" or "assigned" to local players in your game. | GameFramework/InputSettings.h |
|
| MaxPlatformUserCount | int32 | The max number of FPlatformUserId's which can be allocated on this platform. | GameFramework/InputSettings.h |
|
| MaxTriggerFeedbackPosition | int32 | The maximum position that a trigger can be set to | GameFramework/InputSettings.h |
|
| MaxTriggerFeedbackStrength | int32 | The maximum strength that trigger feedback can be set to | GameFramework/InputSettings.h |
|
| MaxTriggerVibrationAmplitude | int32 | The maximum amplitude that can be set on trigger vibrations | GameFramework/InputSettings.h |
|
| MaxTriggerVibrationFrequency | int32 | The max frequency that a trigger vibration can occur | GameFramework/InputSettings.h |
|
| MaxTriggerVibrationTriggerPosition | int32 | The max position that a vibration trigger effect can be set to. | GameFramework/InputSettings.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddHardwareDeviceIdentifier
(
const FHardwareDeviceIdentifier& InHardwareDevice |
Add the given hardware device identifier to this platform's settings. | GameFramework/InputSettings.h | |
const FHardwareDeviceIdentifier * GetHardwareDeviceForClassName
(
const FName InHardwareDeviceIdentifier |
Returns the first matching FHardwareDeviceIdentifier that has the given HardwareDeviceIdentifier. | GameFramework/InputSettings.h | |
const TArray< FHardwareDeviceIdentifier > & GetHardwareDevices() |
Returns an array of all Hardware Device Identifiers known to this platform | GameFramework/InputSettings.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeChainProperty
(
FPropertyChangedChainEvent& PropertyChangedEvent |
GameFramework/InputSettings.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UInputPlatformSettings * Get() |
GameFramework/InputSettings.h | ||
static const TArray< FName > & GetAllHardwareDeviceNames () |
Returns an array of Hardware device names from every registered platform ini. | GameFramework/InputSettings.h |