DefaultTouchInterface
DefaultTouchInterface
#Overview
name: DefaultTouchInterface
The value of this variable can be defined or overridden in .ini config files. 2
.ini config files referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseInput.ini:9, section: [/Script/Engine.InputSettings]
- INI Section:
/Script/Engine.InputSettings
- Raw value:
/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
- Is Array:
False
Location: <Workspace>/Projects/Lyra/Config/DefaultInput.ini:31, section: [/Script/Engine.InputSettings]
- INI Section:
/Script/Engine.InputSettings
- Raw value:
None
- 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:179
Scope (from outer to inner):
file
class class UInputSettings : public UObject
Source code excerpt:
/** The default on-screen touch input interface for the game (can be null to disable the onscreen interface) */
UPROPERTY(config, EditAnywhere, Category="Mobile", meta=(AllowedClasses="/Script/Engine.TouchInterface"))
FSoftObjectPath DefaultTouchInterface;
/** The keys which open the console. */
UPROPERTY(config, EditAnywhere, Category="Console")
TArray<FKey> ConsoleKeys;
// UObject interface
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Private/PlayerController.cpp:1167
Scope (from outer to inner):
file
function void APlayerController::CreateTouchInterface
Source code excerpt:
{
// load what the game wants to show at startup
FSoftObjectPath DefaultTouchInterfaceName = GetDefault<UInputSettings>()->DefaultTouchInterface;
if (DefaultTouchInterfaceName.IsValid())
{
// activate this interface if we have it
CurrentTouchInterface = LoadObject<UTouchInterface>(NULL, *DefaultTouchInterfaceName.ToString());
}