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UAnyButtonInputBehavior is a base behavior that provides a generic interface to a TargetButton on a physical Input Device. You can subclass UAnyButtonInputBehavior to write InputBehaviors that can work independent of a particular device type or button, by using the UAnyButtonInputBehavior functions below.
The target device button is selected using the .ButtonNumber property, or you can override the relevant GetXButtonState() function if you need more control.
| Name | UAnyButtonInputBehavior |
| Type | class |
| Header File | /Engine/Source/Runtime/InteractiveToolsFramework/Public/BaseBehaviors/AnyButtonInputBehavior.h |
| Include Path | #include "BaseBehaviors/AnyButtonInputBehavior.h" |
Syntax
UCLASS (MinimalAPI)
class UAnyButtonInputBehavior : public UInputBehavior
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInputBehavior → UAnyButtonInputBehavior
Derived Classes
UAnyButtonInputBehavior derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAnyButtonInputBehavior() |
BaseBehaviors/AnyButtonInputBehavior.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EInputDevices GetActiveDevice() |
BaseBehaviors/AnyButtonInputBehavior.h | ||
virtual FVector2D GetClickPoint
(
const FInputDeviceState& input |
BaseBehaviors/AnyButtonInputBehavior.h | ||
virtual FInputDeviceRay GetDeviceRay
(
const FInputDeviceState& input |
BaseBehaviors/AnyButtonInputBehavior.h | ||
virtual FRay GetWorldRay
(
const FInputDeviceState& input |
BaseBehaviors/AnyButtonInputBehavior.h | ||
virtual bool IsDoubleClicked
(
const FInputDeviceState& input |
BaseBehaviors/AnyButtonInputBehavior.h | ||
virtual bool IsDown
(
const FInputDeviceState& input |
BaseBehaviors/AnyButtonInputBehavior.h | ||
virtual bool IsPressed
(
const FInputDeviceState& input |
BaseBehaviors/AnyButtonInputBehavior.h | ||
virtual bool IsReleased
(
const FInputDeviceState& input |
BaseBehaviors/AnyButtonInputBehavior.h | ||
virtual void SetUseCustomMouseButton
(
TUniqueFunction< FDeviceButtonState(const FInputDeviceState&Input)> |
Configure a custom target mouse button | BaseBehaviors/AnyButtonInputBehavior.h | |
virtual void SetUseLeftMouseButton() |
Configure the target Mouse button to be the left button | BaseBehaviors/AnyButtonInputBehavior.h | |
virtual void SetUseMiddleMouseButton() |
Configure the target Mouse button to be the middle button | BaseBehaviors/AnyButtonInputBehavior.h | |
virtual void SetUseRightMouseButton() |
Configure the target Mouse button to be the right button | BaseBehaviors/AnyButtonInputBehavior.h |
Overridden from UInputBehavior
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EInputDevices GetSupportedDevices() |
Return set of devices supported by this behavior | BaseBehaviors/AnyButtonInputBehavior.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDeviceButtonState GetButtonStateFunc
(
const FInputDeviceState& Input |
Returns FDeviceButtonState for target active device button | BaseBehaviors/AnyButtonInputBehavior.h |