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Enhanced Raw Input 1.0
Enhanced Raw Input for Unreal Engine
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Plugin settings, used in Unreal Editor. More...
#include <EnhancedRawInputSettings.h>
Public Member Functions | |
virtual FName | GetCategoryName () const override |
Public Attributes | |
bool | bRegisterAllDevices = true |
TArray< FProductIdentification > | ExcludedControllers |
bool | bAutoAssignControllers = true |
bool | bRevieveControllerInputsInBackground = false |
TArray< FEnhancedRawInputDeviceConfiguration > | DeviceConfigurations |
Plugin settings, used in Unreal Editor.
bool UEnhancedRawInputSettings::bAutoAssignControllers = true |
When enabled, axes, buttons, and POVs are automatically assigned. This default configuration can be overwritten by creating a configuration with an empty PID and VID (0) or an individual configuration with the vendor and product id of a specific controller. If not activated, a default or individual configurations MUST be created.
bool UEnhancedRawInputSettings::bRegisterAllDevices = true |
When enabled, all connected HID joystick/gamepad devices are registered and handled, except those listed under “Excluded Controllers”. When not enabled, only devices with a valid vendor and product id, listed under “Device Configurations”, are handled.
bool UEnhancedRawInputSettings::bRevieveControllerInputsInBackground = false |
When enabled the application recieves always inputs from the controllers, even when window is in background.
TArray<FEnhancedRawInputDeviceConfiguration> UEnhancedRawInputSettings::DeviceConfigurations |
List of bindings to apply based on VID and PID, these are applied in order. To set a default, add an entry with empty (0) VID and PID and at the end of the array
TArray<FProductIdentification> UEnhancedRawInputSettings::ExcludedControllers |
Controllers specified here are not handled. Only useful when "Register All Devices" is enabled and if certain devices are to be handled by another device-specific plugin, e.g. XInput or Dualshock devices.