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Engine.UIEvent_ProcessInput

Extends
UIEvent
Modifiers
native ( inherit ) DependsOn ( UIRoot ) transient

This specialized UIEvent responds to input key events generated by the system. Unlike other event classes, this event class executes different actions depending on the input key that caused the event to be activated. Widgets must contain a UIEvent_ProcessInput in their list of implemented events in order to process input events. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.SequenceObject
   |   
   +-- Engine.SequenceOp
      |   
      +-- Engine.SequenceEvent
         |   
         +-- Engine.UIEvent
            |   
            +-- Engine.UIEvent_ProcessInput

Variables Summary
MultiMap_MirrorActionMap
Inherited Variables from Engine.UIEvent
bPropagateEvent, bShouldRegisterEvent, Description, EventActivator, EventOwner
Inherited Variables from Engine.SequenceEvent
ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, QueuedActivations, ReTriggerDelay, TriggerCount

Structures Summary
Inherited Structures from Engine.SequenceEvent
QueuedActivationInfo

Functions Summary
eventbool IsValidUISequenceObject (optional UIScreenObject TargetObject ))
Inherited Functions from Engine.UIEvent
ActivateUIEvent, CanBeActivated, ConditionalActivateUIEvent, GetOwner, GetOwnerScene, IsValidLevelSequenceObject, IsValidUISequenceObject, ShouldAlwaysInstance
Inherited Functions from Engine.SequenceEvent
CheckActivate, RegisterEvent, Reset, Toggled


Variables Detail

ActionMap Source code

var native transient MultiMap_Mirror ActionMap;
Contains the list of input keys which are currently active, along with the optional UIActions that should be activated when the input event is received. Initialized when the owning widget is initialized, and updated as UIStates add and remove input keys so that actions here always represent the set of actions the widget can currently respond to. Input key events that are handled natively will typically not have an associated UIAction. For those that do, the native code will be executed first, then the UIAction will be activated.


Functions Detail

IsValidUISequenceObject Source code

event bool IsValidUISequenceObject ( optional UIScreenObject TargetObject ) )
Determines whether this class should be displayed in the list of available ops in the UI's kismet editor.
@param TargetObject the widget that this SequenceObject would be attached to.
@return TRUE if this sequence object should be available for use in the UI kismet editor


Defaultproperties

defaultproperties
{
   Description="Executes actions in response to an input event, such as a keypress or mouse movement"
   bShouldRegisterEvent=False
   bPropagateEvent=False
   ObjName="Handle Input"
   Name="Default__UIEvent_ProcessInput"
   ObjectArchetype=UIEvent'Engine.Default__UIEvent'
}

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Creation time: sk 18-3-2018 10:00:47.125 - Created with UnCodeX