UCommonUIActionRouterBase

The nucleus of the [CommonUI](API\Plugins\CommonUI\CommonUI) input routing system

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

CommonUI

Header

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

Include

#include "Input/CommonUIActionRouterBase.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UCommonUIActionRouterBase : public ULocalPlayerSubsystem

Remarks

The nucleus of the CommonUI input routing system

Variables

Name Description

Protected variable

TSharedPtr< FCo...

 

AnalogCursor

Protected variable

bool

 

bIsActivatableTreeEnabled

Protected variable

FDelegateHandle

 

TickHandle

Constructors

Name Description

Public function

UCommonUIActionRouterBase()

Functions

Name Description

Public function

void

 

AddBinding

(
    FUIActionBindingHandle Binding
)

Public function Const

bool

 

CanProcessNormalGameInput()

Public function Static

UCommonActiv...

 

FindOwningActivatable

(
    TSharedPtr< SWidget > Widget,
    ULocalPlayer* OwningLocalPlaye...
)

Searches up the SWidget tree until it finds the nearest UCommonActivatableWidget

Public function

void

 

FlushInput()

Public function Const

TArray< cons...

 

GatherActiveAnalogScrollRecipients()

Public function Const

TArray< FUIA...

 

GatherActiveBindings()

Public function Static

UCommonUIAct...

 

Get

(
    const UWidget& ContextWidget
)

Public function Const

ECommonInput...

 

GetActiveInputMode

(
    ECommonInputMode DefaultInputMode
)

Public function Const

EMouseCaptur...

 

GetActiveMouseCaptureMode

(
    EMouseCaptureMode DefaultMouseCaptu...
)

Public function Const

TSharedPtr< ...

 

GetCommonAnalogCursor()

Public function Const

UCommonInput...

 

GetInputSubsystem()

Public function Const

int32

 

GetLocalPlayerIndex()

Public function Const

bool

 

IsPendingTreeChange()

Public function Const

bool

 

IsVirtualAcceptPressedBound()

Public function Const

bool

 

IsWidgetInActiveRoot

(
    const UCommonActivatableWidget*...
)

Protected function Virtual Const

TSharedRef< ...

 

MakeAnalogCursor()

Public function

void

 

NotifyUserWidgetConstructed

(
    const UCommonUserWidget& Widget
)

COMMONUI_SCOPE:

Public function

void

 

NotifyUserWidgetDestructed

(
    const UCommonUserWidget& Widget
)

Public function Const

FOnActiveInp...

 

OnActiveInputModeChanged()

Public function Const

FSimpleMulti...

 

OnBoundActionsUpdated()

Public function Const

FOnCameraCon...

 

OnCameraConfigChanged()

Protected function Virtual

void

 

PostAnalogCursorCreate()

Public function Const

ERouteUIInpu...

 

ProcessInput

(
    FKey Key,
    EInputEvent InputEvent
)

Public function

void

 

RefreshActiveRootFocus()

Public function

void

 

RefreshUIInputConfig()

Protected function

void

 

RegisterAnalogCursorTick()

Public function

bool

 

RegisterLinkedPreprocessor

(
    const UWidget& Widget,
    const TSharedRef< IInputProcessor >...,
    int32 DesiredIndex
)

Public function

void

 

RegisterScrollRecipient

(
    const UWidget& ScrollableWidget
)

Public function Virtual

FUIActionBin...

 

RegisterUIActionBinding

(
    const UWidget& Widget,
    const FBindUIActionArgs& BindActio...
)

Public function

void

 

RemoveBinding

(
    FUIActionBindingHandle Binding
)

Protected function Virtual

void

 

SetActiveRoot

(
    FActivatableTreeRootPtr NewActiveRo...
)

Protected function

void

 

SetForceResetActiveRoot

(
    bool bInForceResetActiveRoot
)

Public function Virtual

void

 

SetIsActivatableTreeEnabled

(
    bool bInIsTreeEnabled
)

Sets whether the underlying activatable tree system is enabled - when disabled, all we really do is process Persistent input actions

Public function Const

bool

 

ShouldAlwaysShowCursor()

Public function

void

 

UnregisterScrollRecipient

(
    const UWidget& ScrollableWidget
)

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

Public function Virtual Const

bool

 

ShouldCreateSubsystem

(
    UObject* Outer
)

Override to control if the Subsystem should be created at all.

Classes

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss