Enhanced Raw Input 1.2
Enhanced Raw Input for Unreal Engine
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UEnhancedRawInputSettings Class Reference

General Plugin settings. More...

#include <EnhancedRawInputSettings.h>

Inheritance diagram for UEnhancedRawInputSettings:

Public Member Functions

virtual FName GetCategoryName () const override

Public Attributes

bool bRegisterAllDevices = true
EControllerMode ControllerMode = EControllerMode::Standard
TArray< FProductIdentificationExcludedControllers
bool bAutoAssignControllers = true
bool bReceiveControllerInputsInBackground = false
TArray< FEnhancedRawInputDeviceConfigurationDeviceConfigurations

Detailed Description

General Plugin settings.

Member Data Documentation

◆ bAutoAssignControllers

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.

◆ bReceiveControllerInputsInBackground

bool UEnhancedRawInputSettings::bReceiveControllerInputsInBackground = false

When enabled the application receives always inputs from the controllers, even when window is in background.

◆ bRegisterAllDevices

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.

◆ ControllerMode

EControllerMode UEnhancedRawInputSettings::ControllerMode = EControllerMode::Standard

Controller Mode: Standard: Allows local multiplayer: First Controller is assign to Player 0, Second controller ro Player 1, and so on Shared Device: All game controllers are recognized and used, but only ONE shared device is used in Unreal and assignd to player 0 and act parallel. Multiplayer is not supported when this option is enabled. Corresponds to the behavior of Epic's original “Raw Input” plugin. Multi: All game controllers are recognized and used but are only available for Player 0 and can be addressed separately.

◆ DeviceConfigurations

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

◆ ExcludedControllers

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.


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