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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.
| Name | UColorInputDeviceProperty |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/InputDeviceProperties.h |
| Include Path | #include "GameFramework/InputDeviceProperties.h" |
Syntax
UCLASS (Blueprintable, BlueprintType, Meta=(DisplayName="Device Color (Static)"))
class UColorInputDeviceProperty : public UInputDeviceProperty
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UInputDeviceProperty → UColorInputDeviceProperty
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ColorData | FDeviceColorData | Default color data that will be used by default. | GameFramework/InputDeviceProperties.h |
|
| DeviceOverrideData | TMap< FName, FDeviceColorData > | A map of device specific color data. | GameFramework/InputDeviceProperties.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| InternalProperty | FInputDeviceLightColorProperty | The internal light color property that this represents; | GameFramework/InputDeviceProperties.h |