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]

#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())