Enhanced Raw Input 1.0
Enhanced Raw Input for Unreal Engine
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EnhancedRawInputBlueprint.h
1// (c) 2025 by Lemontree Softworks - All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "EnhancedRawInputBlueprint.generated.h"
7
8DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDeviceConnectedDelegate, FString, InterfaceName);
9
10UCLASS(BlueprintType)
12class ENHANCEDRAWINPUT_API UEnhancedRawInputBlueprint : public UObject
13{
14 GENERATED_BODY()
15
16public:
17
19 UFUNCTION(BlueprintCallable, Category = "EnhancedRawInput")
20 void Init();
21
22 UPROPERTY(BlueprintAssignable, Category = "EnhancedRawInput")
24 FDeviceConnectedDelegate DeviceConnectedHandler;
25
26 UPROPERTY(BlueprintAssignable, Category = "EnhancedRawInput")
28 FDeviceConnectedDelegate DeviceDisconnectedHandler;
29
30private:
31
32 bool bIsInitialised = false;
33};
Helper class to provide connected/disconnected events to blueprints.
Definition EnhancedRawInputBlueprint.h:13
FDeviceConnectedDelegate DeviceConnectedHandler
Event when a device is connected, Parameter is: FString: InterfaceName.
Definition EnhancedRawInputBlueprint.h:24
FDeviceConnectedDelegate DeviceDisconnectedHandler
Event when a device is disconnected, Parameter is: FString: InterfaceName.
Definition EnhancedRawInputBlueprint.h:28
void Init()
Call this function right after construction or events will not work.
Definition EnhancedRawInputBlueprint.cpp:9