unreal.VCamInputDeviceConfig
¶
- class unreal.VCamInputDeviceConfig¶
Bases:
StructBase
Defines the input devices a UVCamComponent will accept input from.
C++ Source:
Plugin: VirtualCameraCore
Module: VCamCore
File: VCamInputDeviceConfig.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_all_input_devices
(bool): [Read-Write] Determines how input devices are filtered: True: Every device is allowed. False: Only input from devices with the IDs in AllowedInputDeviceIds is allowed.allowed_input_device_ids
(Array[VCamInputDeviceID]): [Read-Write] List of input devices from which input can trigger input actions. Typically this is used for gamepads.Input device IDs start at 0 and increase by 1 as more devices connect. When a device disconnects, the ID is recycled and becomes available for reassignment to the next device that connects; when a device connects, the lowest possible ID is reassigned.
Example: suppose you have three gamepads called A, B, and VCamDevicePairingConfig.h 1. Connect gamepad A > receives ID 0 2. Connect gamepad B > receives ID 1 3. Disconnect gamepad A > gamepad B will still have ID 1 4. Connect the same gamepad A OR another gamepad C > receives ID 0.
Note: Keyboards always have ID = 0, mice ID = -1. Note: The first gamepad will have ID = 0 even though keyboards will also have ID 0.
gamepad_input_mode
(VCamGamepadInputMode): [Read-Write] What should be done with gamepad input.keyboard_input_mode
(VCamInputMode): [Read-Write] Should keyboard input trigger input actions? Keyboards are always mapped to input device ID 0.logging_mode
(VCamInputLoggingMode): [Read-Write] What type of input should be logged.Tip: Filter the log by LogVCamInputDebug.
mouse_input_mode
(VCamInputMode): [Read-Write] Should mouse input trigger input actions? Mice are always mapped to input device ID -1.