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Enhanced Raw Input 1.0
Enhanced Raw Input for Unreal Engine
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Functions to use from Blueprints. More...
#include <EnhancedRawInputFunctionLibrary.h>
Static Public Member Functions | |
| static TArray< FEnhancedRawInputDeviceInfo > | GetConnectedDeviceInfos () |
| 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< FEnhancedRawInputAxisInfo > | GetAxisInfosForDevice (const FString &InterfaceName) |
| Returns information about all axis for a specific device. | |
| static TArray< FEnhancedRawInputPovInfo > | GetPovInfosForDevice (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 UEnhancedRawInputBlueprint * | GetEnhancedRawInputBlueprint () |
| Returns a 'UEnhancedRawInputBlueprint' Object, that can be used to receive device connect and disconnect events. | |
Functions to use from Blueprints.
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Updates the list of all connected controllers. Notifies the engine of any new or removed controllers. Returns TRUE if devices were successfully queried