Touch Interface Designer 2025.2
Create touch interface with a visual editor and manage all mobile inputs like gestures
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UVirtualInputDragToSprint Class Reference

#include <VirtualInputDragToSprint.h>

Inheritance diagram for UVirtualInputDragToSprint:
Collaboration diagram for UVirtualInputDragToSprint:

Public Member Functions

virtual bool IsCompatible (EControlType InputType) const override
Public Member Functions inherited from UVirtualInputEvent
 UVirtualInputEvent ()
BlueprintNativeEvent void Initialize ()
BlueprintNativeEvent void Deinitialize ()
bool ShouldTick () const
void SetButtonName (const FName Name)
void SetOuter (UWorld *Outer)
void AssignLocalPlayer (ULocalPlayer *Player, TSharedPtr< SVirtualControl > Widget)
BlueprintNativeEvent void OnTouchBegin (const FGeometry &Geometry, const FPointerEvent &PointerEvent, const float CurrentTime)
BlueprintNativeEvent void OnTouchMove (const FGeometry &Geometry, const FPointerEvent &PointerEvent, const float CurrentTime, const float PressDuration)
BlueprintNativeEvent void OnTouchEnd (const FGeometry &Geometry, const FPointerEvent &PointerEvent, const float CurrentTime, const float PressDuration)
BlueprintNativeEvent void OnTick (const FGeometry &Geometry, const double CurrentTime, const float DeltaTime)
BlueprintPure APawn * GetPawn ()
BlueprintPure APlayerController * GetPlayerController ()
BlueprintPure FName GetButtonName ()
BlueprintPure void GetVisualLayers (TArray< FVisualLayer > &VisualLayers)
BlueprintPure TArray< FVisualLayer > & GetVisualLayersRef ()
BlueprintPure bool GetVisualLayerByName (const FName Name, FVisualLayer &VisualLayer)
BlueprintPure FVisualLayerGetVisualLayerRefByName (const FName Name)
BlueprintCallable void SetVisualLayers (TArray< FVisualLayer > VisualLayers)
BlueprintCallable void SetVisualLayer (const FVisualLayer &VisualLayer, const FName Name=NAME_None)
BlueprintCallable FName AddNewLayer (FName LayerName, FVisualLayer Visual)
BlueprintCallable FName InsertLayerAt (FName LayerName, const int32 Index, FVisualLayer Visual)
BlueprintCallable void RemoveLayer (const FName LayerName)
BlueprintPure bool GetVirtualInput (FVirtualControl &VirtualInput)
virtual UWorld * GetWorld () const override
UTouchInterfaceSubsystemGetTouchInterfaceSubsystem ()
ULocalPlayer * GetLocalPlayer ()
TSharedPtr< SVirtualControlGetVirtualControlWidget ()

Public Attributes

 Category ="Drag to sprint"
 EditAnywhere
 BlueprintReadOnly
 meta
BlueprintReadOnly TObjectPtr< UVirtualInputButtonSprintButton
BlueprintReadOnly bool bAlwaysDisplaySprintButton = false
BlueprintReadOnly bool bEnableAutoSprint = true
BlueprintReadOnly FVisualLayer AutoSprintIcon
Public Attributes inherited from UVirtualInputEvent
 Category ="Virtual Input Event"
 BlueprintCallable

Protected Member Functions

virtual void Initialize_Implementation () override
virtual void OnTouchBegin_Implementation (const FGeometry &Geometry, const FPointerEvent &PointerEvent, const float CurrentTime) override
virtual void OnTouchMove_Implementation (const FGeometry &Geometry, const FPointerEvent &PointerEvent, const float CurrentTime, const float PressDuration) override
virtual void OnTouchEnd_Implementation (const FGeometry &Geometry, const FPointerEvent &PointerEvent, const float CurrentTime, const float PressDuration) override
Protected Member Functions inherited from UVirtualInputEvent
virtual void Deinitialize_Implementation ()
virtual void OnTick_Implementation (const FGeometry &Geometry, const double CurrentTime, const float DeltaTime)
BlueprintCallable void SetTickEnabled (const bool bEnable)

Member Function Documentation

◆ Initialize_Implementation()

void UVirtualInputDragToSprint::Initialize_Implementation ( )
overrideprotectedvirtual

Reimplemented from UVirtualInputEvent.

◆ IsCompatible()

virtual bool UVirtualInputDragToSprint::IsCompatible ( EControlType InputType) const
inlineoverridevirtual

Reimplemented from UVirtualInputEvent.

◆ OnTouchBegin_Implementation()

void UVirtualInputDragToSprint::OnTouchBegin_Implementation ( const FGeometry & Geometry,
const FPointerEvent & PointerEvent,
const float CurrentTime )
overrideprotectedvirtual

Reimplemented from UVirtualInputEvent.

◆ OnTouchEnd_Implementation()

void UVirtualInputDragToSprint::OnTouchEnd_Implementation ( const FGeometry & Geometry,
const FPointerEvent & PointerEvent,
const float CurrentTime,
const float PressDuration )
overrideprotectedvirtual

Reimplemented from UVirtualInputEvent.

◆ OnTouchMove_Implementation()

void UVirtualInputDragToSprint::OnTouchMove_Implementation ( const FGeometry & Geometry,
const FPointerEvent & PointerEvent,
const float CurrentTime,
const float PressDuration )
overrideprotectedvirtual

Reimplemented from UVirtualInputEvent.

Member Data Documentation

◆ AutoSprintIcon

BlueprintReadOnly FVisualLayer UVirtualInputDragToSprint::AutoSprintIcon

◆ bAlwaysDisplaySprintButton

BlueprintReadOnly bool UVirtualInputDragToSprint::bAlwaysDisplaySprintButton = false

◆ bEnableAutoSprint

BlueprintReadOnly bool UVirtualInputDragToSprint::bEnableAutoSprint = true

◆ BlueprintReadOnly

UVirtualInputDragToSprint::BlueprintReadOnly

◆ Category

UVirtualInputDragToSprint::Category ="Drag to sprint"

The max value in X axis (horizontal) tolerated for DragToSprint detection (Length). If the joystick exceeds this value, then the drag to sprint event is not launched A value of 40 seems correct

Button displayed when drag to sprint is triggered This button is only used for visual & input action

  • Visual Layer
  • Input Action Don't forget to fill input action

The minimum drag length in pixel (Y axis, vertical) to lock input to DragToSprint when finger's user end touch Also used for sprint button relative location

◆ EditAnywhere

UVirtualInputDragToSprint::EditAnywhere

◆ meta

UVirtualInputDragToSprint::meta
Initial value:
=(ClampMin=0.0f, UIMin=0.0f))
float DragToSprintTrigger = 150.0f

◆ SprintButton

BlueprintReadOnly TObjectPtr<UVirtualInputButton> UVirtualInputDragToSprint::SprintButton

The documentation for this class was generated from the following files:
  • D:/MEGA/TouchProject/TouchProjectNext/Plugins/TouchInterfaceDesigner/Source/TouchInterface/Public/VirtualInputEvent/VirtualInputDragToSprint.h
  • D:/MEGA/TouchProject/TouchProjectNext/Plugins/TouchInterfaceDesigner/Source/TouchInterface/Private/VirtualInputEvent/VirtualInputDragToSprint.cpp