unreal.ColorInputDeviceProperty
¶
- class unreal.ColorInputDeviceProperty(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
InputDeviceProperty
Set the color of an Input Device to a static color. This will NOT reset the device color when the property is done evaluating. You can think of this as a “One Shot” effect, where you set the device property color.
NOTE: This property has platform specific implementations and may behave differently per platform. See the docs for more details on each platform.
C++ Source:
Module: Engine
File: InputDeviceProperties.h
Editor Properties: (see get_editor_property/set_editor_property)
color_data
(DeviceColorData): [Read-Write] Default color data that will be used by default. Device Specific overrides will be used when the current input device matchesdevice_override_data
(Map[Name, DeviceColorData]): [Read-Write] A map of device specific color data. If no overrides are specified, the Default hardware data will be usedproperty_duration
(float): [Read-Only] The duration that this device property should last. Override this if your property has any dynamic curves to be the max time range.A duration of 0 means that the device property will be treated as a “One Shot” effect, being applied once before being removed by the Input Device Subsystem.
- property color_data: DeviceColorData¶
[Read-Write] Default color data that will be used by default. Device Specific overrides will be used when the current input device matches
- Type:
- property device_override_data: None¶
[Read-Write] A map of device specific color data. If no overrides are specified, the Default hardware data will be used
- Type:
(Map[Name, DeviceColorData])