FInputModeGameAndUI

Data structure used to setup an input mode that allows the UI to respond to user input, and if the UI doesn't handle it player input / player controller gets a chance.

Windows
MacOS
Linux

Inheritance Hierarchy

FInputModeDataBase

FInputModeGameAndUI

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h

Include

#include "GameFramework/PlayerController.h"

Syntax

struct FInputModeGameAndUI : public FInputModeDataBase

Remarks

Data structure used to setup an input mode that allows the UI to respond to user input, and if the UI doesn't handle it player input / player controller gets a chance.

Variables

Name Description

Protected variable

bool

 

bHideCursorDuringCapture

Protected variable

EMouseLockMode

 

MouseLockMode

Protected variable

TSharedPtr< SWi...

 

WidgetToFocus

Constructors

Name Description

Public function

FInputModeGameAndUI()

Functions

Name Description

Public function

FInputModeGa...

 

SetHideCursorDuringCapture

(
    bool InHideCursorDuringCapture
)

Whether to hide the cursor during temporary mouse capture caused by a mouse down

Public function

FInputModeGa...

 

SetLockMouseToViewportBehavior

(
    EMouseLockMode InMouseLockMode
)

Sets the mouse locking behavior of the viewport

Public function

FInputModeGa...

 

SetWidgetToFocus

(
    TSharedPtr< SWidget > InWidgetToFoc...
)

Widget to focus

Overridden from FInputModeDataBase

Name Description

Protected function Virtual Const

void

 

ApplyInputMode

(
    FReply& SlateOperations,
    UGameViewportClient& GameViewportC...
)

Derived classes override this function to apply the necessary settings for the desired input mode

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