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

#include <VirtualInputEvent.h>

Inheritance diagram for UVirtualInputEvent:
Collaboration diagram for UVirtualInputEvent:

Public Member Functions

 UVirtualInputEvent ()
BlueprintNativeEvent void Initialize ()
BlueprintNativeEvent void Deinitialize ()
virtual bool IsCompatible (EControlType InputType) const
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 ="Virtual Input Event"
 BlueprintCallable

Protected Member Functions

virtual void Initialize_Implementation ()
virtual void Deinitialize_Implementation ()
virtual void OnTouchBegin_Implementation (const FGeometry &Geometry, const FPointerEvent &PointerEvent, const float CurrentTime)
virtual void OnTouchMove_Implementation (const FGeometry &Geometry, const FPointerEvent &PointerEvent, const float CurrentTime, const float PressDuration)
virtual void OnTouchEnd_Implementation (const FGeometry &Geometry, const FPointerEvent &PointerEvent, const float CurrentTime, const float PressDuration)
virtual void OnTick_Implementation (const FGeometry &Geometry, const double CurrentTime, const float DeltaTime)
BlueprintCallable void SetTickEnabled (const bool bEnable)

Constructor & Destructor Documentation

◆ UVirtualInputEvent()

UVirtualInputEvent::UVirtualInputEvent ( )

Member Function Documentation

◆ AddNewLayer()

FName UVirtualInputEvent::AddNewLayer ( FName LayerName,
FVisualLayer Visual )

◆ AssignLocalPlayer()

void UVirtualInputEvent::AssignLocalPlayer ( ULocalPlayer * Player,
TSharedPtr< SVirtualControl > Widget )

◆ Deinitialize()

BlueprintNativeEvent void UVirtualInputEvent::Deinitialize ( )

◆ Deinitialize_Implementation()

void UVirtualInputEvent::Deinitialize_Implementation ( )
protectedvirtual

◆ GetButtonName()

FName UVirtualInputEvent::GetButtonName ( )

◆ GetLocalPlayer()

ULocalPlayer * UVirtualInputEvent::GetLocalPlayer ( )
inline

◆ GetPawn()

APawn * UVirtualInputEvent::GetPawn ( )

◆ GetPlayerController()

APlayerController * UVirtualInputEvent::GetPlayerController ( )

◆ GetTouchInterfaceSubsystem()

UTouchInterfaceSubsystem * UVirtualInputEvent::GetTouchInterfaceSubsystem ( )

◆ GetVirtualControlWidget()

TSharedPtr< SVirtualControl > UVirtualInputEvent::GetVirtualControlWidget ( )

◆ GetVirtualInput()

bool UVirtualInputEvent::GetVirtualInput ( FVirtualControl & VirtualInput)

◆ GetVisualLayerByName()

bool UVirtualInputEvent::GetVisualLayerByName ( const FName Name,
FVisualLayer & VisualLayer )

◆ GetVisualLayerRefByName()

FVisualLayer & UVirtualInputEvent::GetVisualLayerRefByName ( const FName Name)

◆ GetVisualLayers()

void UVirtualInputEvent::GetVisualLayers ( TArray< FVisualLayer > & VisualLayers)

◆ GetVisualLayersRef()

TArray< FVisualLayer > & UVirtualInputEvent::GetVisualLayersRef ( )

◆ GetWorld()

UWorld * UVirtualInputEvent::GetWorld ( ) const
overridevirtual

◆ Initialize()

BlueprintNativeEvent void UVirtualInputEvent::Initialize ( )

◆ Initialize_Implementation()

virtual void UVirtualInputEvent::Initialize_Implementation ( )
inlineprotectedvirtual

◆ InsertLayerAt()

FName UVirtualInputEvent::InsertLayerAt ( FName LayerName,
const int32 Index,
FVisualLayer Visual )

◆ IsCompatible()

virtual bool UVirtualInputEvent::IsCompatible ( EControlType InputType) const
inlinevirtual

◆ OnTick()

BlueprintNativeEvent void UVirtualInputEvent::OnTick ( const FGeometry & Geometry,
const double CurrentTime,
const float DeltaTime )

◆ OnTick_Implementation()

virtual void UVirtualInputEvent::OnTick_Implementation ( const FGeometry & Geometry,
const double CurrentTime,
const float DeltaTime )
inlineprotectedvirtual

Reimplemented in UVirtualInputAutoMove.

◆ OnTouchBegin()

BlueprintNativeEvent void UVirtualInputEvent::OnTouchBegin ( const FGeometry & Geometry,
const FPointerEvent & PointerEvent,
const float CurrentTime )

◆ OnTouchBegin_Implementation()

virtual void UVirtualInputEvent::OnTouchBegin_Implementation ( const FGeometry & Geometry,
const FPointerEvent & PointerEvent,
const float CurrentTime )
inlineprotectedvirtual

◆ OnTouchEnd()

BlueprintNativeEvent void UVirtualInputEvent::OnTouchEnd ( const FGeometry & Geometry,
const FPointerEvent & PointerEvent,
const float CurrentTime,
const float PressDuration )

◆ OnTouchEnd_Implementation()

virtual void UVirtualInputEvent::OnTouchEnd_Implementation ( const FGeometry & Geometry,
const FPointerEvent & PointerEvent,
const float CurrentTime,
const float PressDuration )
inlineprotectedvirtual

◆ OnTouchMove()

BlueprintNativeEvent void UVirtualInputEvent::OnTouchMove ( const FGeometry & Geometry,
const FPointerEvent & PointerEvent,
const float CurrentTime,
const float PressDuration )

◆ OnTouchMove_Implementation()

virtual void UVirtualInputEvent::OnTouchMove_Implementation ( const FGeometry & Geometry,
const FPointerEvent & PointerEvent,
const float CurrentTime,
const float PressDuration )
inlineprotectedvirtual

◆ RemoveLayer()

void UVirtualInputEvent::RemoveLayer ( const FName LayerName)

◆ SetButtonName()

void UVirtualInputEvent::SetButtonName ( const FName Name)
inline

◆ SetOuter()

void UVirtualInputEvent::SetOuter ( UWorld * Outer)
inline

◆ SetTickEnabled()

BlueprintCallable void UVirtualInputEvent::SetTickEnabled ( const bool bEnable)
inlineprotected

◆ SetVisualLayer()

void UVirtualInputEvent::SetVisualLayer ( const FVisualLayer & VisualLayer,
const FName Name = NAME_None )

◆ SetVisualLayers()

void UVirtualInputEvent::SetVisualLayers ( TArray< FVisualLayer > VisualLayers)

◆ ShouldTick()

bool UVirtualInputEvent::ShouldTick ( ) const
inline

Member Data Documentation

◆ BlueprintCallable

UVirtualInputEvent::BlueprintCallable

◆ Category

UVirtualInputEvent::Category ="Virtual Input Event"

Get the virtual control name that own this virtual control event

Get a copy of visual layer data for the virtual control that own this virtual control event

Set Visual Layer data of the virtual control that own this virtual control event The changes will be applied at the next tick

Set visual layer of the virtual control thot own this virtual control event If Name is invalid, use layer name in FVisualLayer The changes will be applied at the next tick

Add new layer to virtual input.

Parameters
LayerNameName of layer. If empty, it automatically generate a name
VisualStructure that define the visual of layer
Returns
Name used for creating layer

Insert new layer to virtual input at given index.

Parameters
LayerNameName of layer. If empty, it automatically generate a name
IndexPosition of new layer in array
VisualStructure that define the visual of layer
Returns
Name used for creating layer

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