UVCamInputSubsystem

Currently only used for the placeholder Editor Input System This subsystem will be removed once the new input system is ready

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

VCamInput

Header

/Engine/Plugins/Experimental/VirtualCamera/Source/VCamInput/Public/VCamInputSubsystem.h

Include

#include "VCamInputSubsystem.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UVCamInputSubsystem : public UEngineSubsystem

Remarks

Currently only used for the placeholder Editor Input System This subsystem will be removed once the new input system is ready

Constructors

Name Description

Public function

UVCamInputSubsystem()

Destructors

Name Description

Public function

~UVCamInputSubsystem()

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

BindAnalogEvent

(
    const FKey Key,
    FAnalogInputDelegate Delegate
)

Public function UFunction BlueprintCallable, Category

void

 

BindKeyDownEvent

(
    const FKey Key,
    FKeyInputDelegate Delegate
)

Public function UFunction BlueprintCallable, Category

void

 

BindKeyUpEvent

(
    const FKey Key,
    FKeyInputDelegate Delegate
)

Public function UFunction BlueprintCallable, Category

void

 

BindMouseButtonDownEvent

(
    const FKey Key,
    FPointerInputDelegate Delegate
)

Public function UFunction BlueprintCallable, Category

void

 

BindMouseButtonUpEvent

(
    const FKey Key,
    FPointerInputDelegate Delegate
)

Public function UFunction BlueprintCallable, Category

void

 

BindMouseDoubleClickEvent

(
    const FKey Key,
    FPointerInputDelegate Delegate
)

Public function UFunction BlueprintCallable, Category

void

 

BindMouseMoveEvent

(
    FPointerInputDelegate Delegate
)

Public function UFunction BlueprintCallable, Category

void

 

BindMouseWheelEvent

(
    FPointerInputDelegate Delegate
)

Public function Const UFunction BlueprintPure, Category

bool

 

GetShouldConsumeGamepadInput()

Public function UFunction BlueprintCallable, Category

void

 

SetShouldConsumeGamepadInput

(
    const bool bInShouldConsumeGamepadI...
)

By default the editor will use gamepads to control the editor camera Setting this to true will prevent this

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