FCommonAnalogCursor::IsGameViewportInFocusPathWithoutCapture

A ridiculous function name, but we have this exact question in a few places.

Windows
MacOS
Linux

References

Module

CommonUI

Header

/Engine/Plugins/Experimental/CommonUI/Source/CommonUI/Public/Input/CommonAnalogCursor.h

Include

#include "Input/CommonAnalogCursor.h"

Source

/Engine/Plugins/Experimental/CommonUI/Source/CommonUI/Private/Input/CommonAnalogCursor.cpp

Syntax

bool IsGameViewportInFocusPathWithoutCapture() const

Remarks

A ridiculous function name, but we have this exact question in a few places. We don't care about input while our owning player's game viewport isn't involved in the focus path, but we also want to hold off doing anything while that game viewport has full capture. So we need that "relevant, but not exclusive" sweet spot.

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