bUseMouseForTouch
bUseMouseForTouch
#Overview
name: bUseMouseForTouch
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Projects/Lyra/Config/DefaultInput.ini:24, section: [/Script/Engine.InputSettings]
- INI Section:
/Script/Engine.InputSettings
- Raw value:
False
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/GameFramework/InputSettings.h:43
Scope (from outer to inner):
file
class class UInputSettings : public UObject
Source code excerpt:
// Allow mouse to be used for touch
UPROPERTY(config, EditAnywhere, Category="MouseProperties", AdvancedDisplay)
uint8 bUseMouseForTouch:1;
// Mouse smoothing control
UPROPERTY(config, EditAnywhere, Category="MouseProperties", AdvancedDisplay)
uint8 bEnableMouseSmoothing:1;
// Scale the mouse based on the player camera manager's field of view
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/GameViewportClient.cpp:4378
Scope (from outer to inner):
file
function bool UGameViewportClient::GetUseMouseForTouch
Source code excerpt:
{
#if WITH_EDITOR
return GetDefault<ULevelEditorPlaySettings>()->UseMouseForTouch || GetDefault<UInputSettings>()->bUseMouseForTouch;
#else
return GetDefault<UInputSettings>()->bUseMouseForTouch;
#endif
}
void* UGameViewportClient::LoadCursorFromPngs(ICursor& PlatformCursor, const FString& InPathToCursorWithoutExtension, FVector2D InHotSpot)
{
if (!PlatformCursor.IsCreateCursorFromRGBABufferSupported())