unreal.DeviceButtonState

class unreal.DeviceButtonState(button: Key = [], pressed: bool = False, down: bool = False, released: bool = False)

Bases: StructBase

Current State of a physical device button (mouse, key, etc) at a point in time. Each “click” of a button should involve at minimum two separate state events, one where bPressed=true and one where bReleased=true. Each of these states should occur only once. In addition there may be additional frames where the button is held down and bDown=true and bPressed=false.

C++ Source:

  • Module: InteractiveToolsFramework

  • File: InputState.h

Editor Properties: (see get_editor_property/set_editor_property)

  • button (Key): [Read-Write] Button identifier

  • down (bool): [Read-Write] Is the button currently pressed down. This should be true every frame the button is pressed.

  • pressed (bool): [Read-Write] Was the button pressed down this frame. This should happen once per “click”

  • released (bool): [Read-Write] Was the button released this frame. This should happen once per “click”

property button: Key

[Read-Write] Button identifier

Type:

(Key)

property down: bool

[Read-Write] Is the button currently pressed down. This should be true every frame the button is pressed.

Type:

(bool)

property pressed: bool

[Read-Write] Was the button pressed down this frame. This should happen once per “click”

Type:

(bool)

property released: bool

[Read-Write] Was the button released this frame. This should happen once per “click”

Type:

(bool)