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An active capturing behavior may need to keep track of additional data that cannot be stored within the behavior (for example if the same behavior instance is capturing for Left and Right separately). So FInputCaptureUpdate can optionally return this structure, and we will pass it to the next UpdateCapture() call
| Name | FInputCaptureData |
| Type | struct |
| Header File | /Engine/Source/Runtime/InteractiveToolsFramework/Public/InputBehavior.h |
| Include Path | #include "InputBehavior.h" |
Syntax
struct FInputCaptureData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FInputCaptureData() |
InputBehavior.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CustomData | void * | Pointer to data defined by the InputBehavior, which is also responsible for cleaning it up | InputBehavior.h | |
| WhichSide | EInputCaptureSide | Which side do we want to capture on | InputBehavior.h |