G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FActivateDevicePropertyParams Struct Reference

Parameters for the UInputDeviceSubsystem::ActivateDeviceProperty function. More...

Public Member Functions

Functions
bool GetbLooping () const
 If true, then the input device property will not be removed after it's evaluation time has completed. Instead, it will remain active until manually removed with a RemoveDeviceProperty call.
void SetbLooping (bool Value)
 If true, then the input device property will not be removed after it's evaluation time has completed. Instead, it will remain active until manually removed with a RemoveDeviceProperty call.
bool GetbIgnoreTimeDilation () const
 If true, then this device property will ignore dilated delta time and use the Applications delta time instead.
void SetbIgnoreTimeDilation (bool Value)
 If true, then this device property will ignore dilated delta time and use the Applications delta time instead.
bool GetbPlayWhilePaused () const
 If true, then this device property will be played even if the game world is paused.
void SetbPlayWhilePaused (bool Value)
 If true, then this device property will be played even if the game world is paused.
FActivateDevicePropertyParams & opAssign (FActivateDevicePropertyParams Other)

Public Attributes

Activation Options
FInputDeviceId DeviceId
 The Input Device that should receive the device property. If nothing is specified here, then the Platform User's default input device will be used.
FPlatformUserId UserId
 The Platform User whose device's should receive the device property.
Variables
bool bIgnoreTimeDilation
bool bPlayWhilePaused
bool bLooping

Detailed Description

Parameters for the UInputDeviceSubsystem::ActivateDeviceProperty function.

Member Function Documentation

◆ GetbIgnoreTimeDilation()

bool GetbIgnoreTimeDilation ( ) const

If true, then this device property will ignore dilated delta time and use the Applications delta time instead.

◆ GetbLooping()

bool GetbLooping ( ) const

If true, then the input device property will not be removed after it's evaluation time has completed. Instead, it will remain active until manually removed with a RemoveDeviceProperty call.

◆ GetbPlayWhilePaused()

bool GetbPlayWhilePaused ( ) const

If true, then this device property will be played even if the game world is paused.

◆ opAssign()

◆ SetbIgnoreTimeDilation()

void SetbIgnoreTimeDilation ( bool Value)

If true, then this device property will ignore dilated delta time and use the Applications delta time instead.

◆ SetbLooping()

void SetbLooping ( bool Value)

If true, then the input device property will not be removed after it's evaluation time has completed. Instead, it will remain active until manually removed with a RemoveDeviceProperty call.

◆ SetbPlayWhilePaused()

void SetbPlayWhilePaused ( bool Value)

If true, then this device property will be played even if the game world is paused.

Member Data Documentation

◆ bIgnoreTimeDilation

bool bIgnoreTimeDilation

◆ bLooping

bool bLooping

◆ bPlayWhilePaused

bool bPlayWhilePaused

◆ DeviceId

FInputDeviceId DeviceId

The Input Device that should receive the device property. If nothing is specified here, then the Platform User's default input device will be used.

The default input device is obtained from IPlatformInputDeviceMapper::GetPrimaryInputDeviceForUser

◆ UserId

The Platform User whose device's should receive the device property.