Navigation
API > API/Runtime > API/Runtime/InteractiveToolsFramework
Current State of a physical device button (mouse, key, etc) at a point in time. Each "click" of a button should involve at minimum two separate state events, one where bPressed=true and one where bReleased=true. Each of these states should occur only once. In addition there may be additional frames where the button is held down and bDown=true and bPressed=false.
| Name | FDeviceButtonState |
| Type | struct |
| Header File | /Engine/Source/Runtime/InteractiveToolsFramework/Public/InputState.h |
| Include Path | #include "InputState.h" |
Syntax
USTRUCT (BlueprintType )
struct FDeviceButtonState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| InputState.h | |||
FDeviceButtonState
(
const FKey& ButtonIn |
InputState.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDoubleClicked | bool | Was the button double clicked this frame. This should happen only once per "double click" | InputState.h |
|
| bDown | bool | Is the button currently pressed down. This should be true every frame the button is pressed. | InputState.h |
|
| bPressed | bool | Was the button pressed down this frame. This should happen once per "click" | InputState.h |
|
| bReleased | bool | Was the button released this frame. This should happen once per "click" | InputState.h |
|
| Button | FKey | Button identifier | InputState.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetStates
(
bool bPressedIn, |
Update the states of this button | InputState.h |