UCommonInputBaseControllerData

Derive from this class to store the Input data.

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Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UCommonInputBaseControllerData

References

Module

CommonInput

Header

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

Include

#include "CommonInputBaseTypes.h"

Syntax

UCLASS(Abstract, Blueprintable, ClassGroup=Input, Meta=(Category="Common Input"))
class UCommonInputBaseControllerData : public UObject

Remarks

Derive from this class to store the Input data. It is referenced in the Common Input Settings, found in the project settings UI.

Variables

Name Description

Public variable UProperty Category, EditDefaultsOnly

TSoftObjectPtr<...

 

ControllerButtonMaskTexture

Public variable UProperty Category, EditDefaultsOnly

TSoftObjectPtr<...

 

ControllerTexture

Public variable UProperty Category, EditDefaultsOnly, Meta

FText

 

GamepadCategory

Public variable UProperty Category, EditDefaultsOnly, Meta

FText

 

GamepadDisplayName

Public variable UProperty Category, EditDefaultsOnly, Meta

TArray< FInputD...

 

GamepadHardwareIdMapping

Public variable UProperty Category, EditDefaultsOnly, Meta

FName

 

GamepadName

Public variable UProperty Category, EditDefaultsOnly, Meta

FText

 

GamepadPlatformName

Public variable UProperty Category, EditDefaultsOnly, Meta

TArray< FCommon...

 

InputBrushDataMap

Public variable UProperty Category, EditDefaultsOnly, Meta

TArray< FCommon...

 

InputBrushKeySets

Public variable UProperty Category, EditDefaultsOnly

ECommonInputTyp...

 

InputType

Functions

Name Description

Public function Static UFunction

const TArray...

 

GetRegisteredGamepads()

Public function Virtual Const

bool

 

TryGetInputBrush

(
    FSlateBrush& OutBrush,
    const FKey& Key
)

Public function Virtual Const

bool

 

TryGetInputBrush

(
    FSlateBrush& OutBrush,
    const TArray< FKey >& Keys
)

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

NeedsLoadForServer()

Called during saving to determine the load flags to save with the object.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual

void

 

PreSave

(
    FObjectPreSaveContext SaveContext
)

Presave function.