FKeyState

Windows
MacOS
Linux

Syntax

struct FKeyState

Variables

Name Description

Public variable

uint8: 1

 

bConsumed

True if this key has been "consumed" by an InputComponent and should be ignored for further components during this update.

Public variable

uint8: 1

 

bDown

True if this key is "down", false otherwise.

Public variable

uint8: 1

 

bDownPrevious

Queued state information. This data is updated or flushed once player input is processed.

Public variable

TArray< uint32 ...

 

EventAccumulator

Used to accumulate events during the frame and flushed when processed.

Public variable

TArray< uint32 ...

 

EventCounts

How many of each event type had been received when input was last processed.

Public variable

float

 

LastUpDownTransitionTime

Global time of last up->down or down->up transition.

Public variable

FVector

 

RawValue

This is the most recent raw value reported by the device.

Public variable

FVector

 

RawValueAccumulator

Used to accumulate input values during the frame and flushed after processing.

Public variable

uint8

 

SampleCountAccumulator

How many samples contributed to RawValueAccumulator. Used for smoothing operations, e.g. mouse

Public variable

FVector

 

Value

The final "value" for this control, after any optional processing.

Constructors

Name Description

Public function

FKeyState()

References

Module

Engine

Header

Runtime/Engine/Public/KeyState.h

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