UInputTriggerTimedBase

Base class for building triggers that have firing conditions governed by elapsed time.

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Inheritance Hierarchy

References

Module

EnhancedInput

Header

/Engine/Plugins/Experimental/EnhancedInput/Source/EnhancedInput/Public/InputTriggers.h

Include

#include "InputTriggers.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, MinimalAPI, Config=Input)
class UInputTriggerTimedBase : public UInputTrigger

Remarks

Base class for building triggers that have firing conditions governed by elapsed time. This class transitions state to Ongoing once input is actuated, and will track Ongoing input time until input is released. Inheriting classes should provide the logic for Triggered transitions.

Variables

Name Description

Public variable UProperty Category BlueprintReadWrite

bool

 

bAffectedByTimeDilation

Should global time dilation be applied to the held duration?

Protected variable UProperty Category BlueprintReadWrite

float

 

HeldDuration

Functions

Name Description

Protected function Const

float

 

CalculateHeldDuration

(
    const UEnhancedPlayerInput*con...,
    const float DeltaTime
)

Calculates the new held duration given the current player input and delta time.

Overridden from UInputTrigger

Name Description

Public function Virtual Const

FString

 

GetDebugState()

Provide debug output for use with ShowDebug EnhancedInput. Return an empty string to disable display.

Protected function Virtual

ETriggerStat...

 

UpdateState_Implementation

(
    const UEnhancedPlayerInput* Pl...,
    FInputActionValue ModifiedValue,
    float DeltaTime
)

Transitions to Ongoing on actuation. Never triggers.

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