Enhanced Raw Input 1.0
Enhanced Raw Input for Unreal Engine
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UEnhancedRawInputLibrary Class Reference

Functions to use from Blueprints. More...

#include <EnhancedRawInputFunctionLibrary.h>

Inheritance diagram for UEnhancedRawInputLibrary:

Static Public Member Functions

static TArray< FEnhancedRawInputDeviceInfoGetConnectedDeviceInfos ()
 Returns information about all currently connected devices.
static FEnhancedRawInputDeviceInfo GetDeviceInfoByUserIdAndDeviceId (const FPlatformUserId UserId, const FInputDeviceId DeviceId)
 Returns information about a connected devices based on the specified User ID and Device ID.
static FEnhancedRawInputDeviceInfo GetDeviceInfoByInterfaceName (const FString &InterfaceName)
 Returns information about a connected devices based on the specified interface name.
static TArray< FEnhancedRawInputAxisInfoGetAxisInfosForDevice (const FString &InterfaceName)
 Returns information about all axis for a specific device.
static TArray< FEnhancedRawInputPovInfoGetPovInfosForDevice (const FString &InterfaceName)
 Returns information about all PoVs for a specific device.
static bool SetDeviceActivity (const FString &InterfaceName, bool bIsActive)
 Sets the activity of the device.
static bool QueryDevices ()
static UEnhancedRawInputBlueprintGetEnhancedRawInputBlueprint ()
 Returns a 'UEnhancedRawInputBlueprint' Object, that can be used to receive device connect and disconnect events.

Detailed Description

Functions to use from Blueprints.

Member Function Documentation

◆ QueryDevices()

bool UEnhancedRawInputLibrary::QueryDevices ( )
static

Updates the list of all connected controllers. Notifies the engine of any new or removed controllers. Returns TRUE if devices were successfully queried


The documentation for this class was generated from the following files: