UInputTriggerHold

[UInputTriggerHold](API\Plugins\EnhancedInput\UInputTriggerHold) Trigger fires once input has remained actuated for HoldTimeThreshold seconds.

Choose your operating system:

Windows

macOS

Linux

Inheritance Hierarchy

References

Module

EnhancedInput

Header

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

Include

#include "InputTriggers.h"

Syntax

UCLASS(NotBlueprintable, MinimalAPI, Meta=(DisplayName="Hold"))
class UInputTriggerHold : public UInputTriggerTimedBase

Remarks

UInputTriggerHold Trigger fires once input has remained actuated for HoldTimeThreshold seconds. Trigger may optionally fire once, or repeatedly fire.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite Config

bool

 

bIsOneShot

Should this trigger fire only once, or fire every frame once the hold time threshold is met?

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite Config

float

 

HoldTimeThreshold

How long does the input have to be held to cause trigger?

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.

Public function Virtual Const

ETriggerEven...

 

GetSupportedTriggerEvents()

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

Protected function Virtual

ETriggerStat...

 

UpdateState_Implementation

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

Transitions to Ongoing on actuation. Never triggers.