Module |
|
Header |
/Engine/Plugins/Experimental/EnhancedInput/Source/EnhancedInput/Public/InputTriggers.h |
Include |
#include "InputTriggers.h" |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintNativeEvent, Category="Trigger")
ETriggerState UpdateState
(
const UEnhancedPlayerInput * PlayerInput,
FInputActionValue ModifiedValue,
float DeltaTime
)
This function checks if the requisite conditions have been met for the trigger to fire. Returns Trigger State None - No trigger conditions have been met. Trigger is inactive. Trigger State Ongoing - Some trigger conditions have been met. Trigger is processing but not yet active. Trigger State Triggered - All trigger conditions have been met to fire. Trigger is active.