UCommonInputSubsystem

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

CommonInput

Header

/Engine/Plugins/Experimental/CommonUI/Source/CommonInput/Public/CommonInputSubsystem.h

Include

#include "CommonInputSubsystem.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(DisplayName="CommonInput")
class UCommonInputSubsystem : public ULocalPlayerSubsystem

Variables

Constructors

Name Description

Public function

UCommonInputSubsystem()

Functions

Name Description

Public function

void

 

AddOrRemoveInputTypeLock

(
    FName InReason,
    ECommonInputType InInputType,
    bool bAddLock
)

Protected function

void

 

BroadcastInputMethodChanged()

Public function Static

UCommonInput...

 

Get

(
    const ULocalPlayer* LocalPlaye...
)

Public function Const UFunction BlueprintCallable, Category

const FName

 

GetCurrentGamepadName()

Public function Const UFunction BlueprintCallable, Category

ECommonInput...

 

GetCurrentInputType()

The current input type based on the last input received on the device.

Public function Const UFunction BlueprintCallable, Category

ECommonInput...

 

GetDefaultInputType()

The default input type for the current platform.

Public function Const

bool

 

GetInputTypeFilter

(
    ECommonInputType InputType
)

Public function Const

bool

 

GetIsGamepadSimulatedClick()

Getter

Public function Const UFunction BlueprintCallable, Category

bool

 

IsInputMethodActive

(
    ECommonInputType InputMethod
)

Public function Static

bool

 

IsMobileGamepadKey

(
    const FKey& InKey
)

Returns true if the specified key can be present on both a mobile device and mobile gamepads

Public function Const UFunction BlueprintCallable, Category

bool

 

IsUsingPointerInput()

Protected function Const

ECommonInput...

 

LockInput

(
    ECommonInputType InputToLock
)

Public function Const

bool

 

PlatformSupportsHardwareCursor()

Returns true if the current platform supports a hardware cursor

Public function UFunction BlueprintCallable, Category

void

 

SetCurrentInputType

(
    ECommonInputType NewInputType
)

Public function

void

 

SetCursorPosition

(
    FVector2D NewPosition,
    bool bForce
)

Public function UFunction BlueprintCallable, Category

void

 

SetGamepadInputType

(
    const FName& InGamepadInputType
)

Public function

void

 

SetInputTypeFilter

(
    ECommonInputType InputType,
    FName Reason,
    bool Filter
)

Public function

void

 

SetIsGamepadSimulatedClick

(
    bool bNewIsGamepadSimulatedClick
)

Setter

Public function Const UFunction BlueprintCallable, Category

bool

 

ShouldShowInputKeys()

Should display indicators for the current input device on screen.

Public function

void

 

UpdateCursorPosition

(
    TSharedRef< FSlateUser > SlateUser,
    const FVector2D& NewPosition,
    bool bForce
)

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Deinitialize()

Implement this for deinitialization of instances of the system

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

Implement this for initialization of instances of the system

Classes

Name

Description

Public class

FInputMethodChangedEvent

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