UInputTrigger

Base class for building triggers.

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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(Abstract, Blueprintable, EditInlineNew, CollapseCategories, Config=Input, defaultconfig,
       ConfigDoNotCheckDefaults)
class UInputTrigger : public UObject

Remarks

Base class for building triggers. Transitions to Triggered state once the input meets or exceeds the actuation threshold.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

float

 

ActuationThreshold

Point at which this trigger fires.

Public variable UProperty Category BlueprintReadOnly

FInputActionVal...

 

LastValue

Value passed to UpdateState on the previous tick. This will be updated automatically after the trigger is updated.

Functions

Name Description

Public function Virtual Const

FString

 

GetDebugState()

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

Public function Virtual Const

ETriggerEven...

 

GetSupportedTriggerEvents()

Determines what kind of trigger events can happen from the behavior of this trigger.

Public function Const UFunction BlueprintCallable, Category blueprintnativeevent

ETriggerType

 

GetTriggerType()

Changes the way this trigger affects an action with multiple triggers: All implicit triggers must be triggering to trigger the action.

Protected function Virtual Const

ETriggerType

 

GetTriggerType_Implementation()

Default implementations of overridable functionality.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsActuated

(
    const FInputActionValue& ForValue
)

Is the value passed in sufficiently large to be of interest to the trigger.

Public function Static

bool

 

IsSupportedTriggerEvent

(
    const ETriggerEventsSupported Suppo...,
    const ETriggerEvent Event
)

Returns true if the the ETriggerEvent is can be triggered based off of the ETriggerEventsSupported.

Public function UFunction BlueprintCallable, Category blueprintnativeevent

ETriggerStat...

 

UpdateState

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

This function checks if the requisite conditions have been met for the trigger to fire.

Protected function Virtual

ETriggerStat...

 

UpdateState_Implementation

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

Triggers on actuation.