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

Plugin settings, used in Unreal Editor. More...

#include <EnhancedRawInputSettings.h>

Inheritance diagram for UEnhancedRawInputSettings:

Public Member Functions

virtual FName GetCategoryName () const override

Public Attributes

bool bRegisterAllDevices = true
TArray< FProductIdentificationExcludedControllers
bool bAutoAssignControllers = true
bool bRevieveControllerInputsInBackground = false
TArray< FEnhancedRawInputDeviceConfigurationDeviceConfigurations

Detailed Description

Plugin settings, used in Unreal Editor.

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.

◆ 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.

◆ bRevieveControllerInputsInBackground

bool UEnhancedRawInputSettings::bRevieveControllerInputsInBackground = false

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

◆ 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:
  • J:/Unreal/Plugins/UEEnhancedRawInput/Source/EnhancedRawInput/Public/EnhancedRawInputSettings.h
  • J:/Unreal/Plugins/UEEnhancedRawInput/Source/EnhancedRawInput/Private/EnhancedRawInputSettings.cpp