UIActionProcessingPriority

UIActionProcessingPriority

#Overview

name: UIActionProcessingPriority

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:38, section: [/Script/CommonUI.CommonUIInputSettings]

#References in C++ code

#Callsites

This variable is referenced in the following C++ source code:

#Loc: <Workspace>/Engine/Plugins/Runtime/CommonUI/Source/CommonUI/Public/Input/CommonUIInputSettings.h:106

Scope (from outer to inner):

file
class        class UCommonUIInputSettings : public UObject
function     int32 GetUIActionProcessingPriority

Source code excerpt:

	virtual void PostInitProperties() override;

	int32 GetUIActionProcessingPriority() const { return UIActionProcessingPriority; }
	COMMONUI_API const FUIInputAction* FindAction(FUIActionTag ActionTag) const;
	COMMONUI_API const TArray<FUIInputAction>& GetUIInputActions() const { return InputActions; }
	const FCommonAnalogCursorSettings& GetAnalogCursorSettings() const { return AnalogCursorSettings; }
//
private:
	/** True to have the mouse pointer automatically moved to the center of whatever widget is currently focused while using a gamepad. */

#Loc: <Workspace>/Engine/Plugins/Runtime/CommonUI/Source/CommonUI/Public/Input/CommonUIInputSettings.h:127

Scope (from outer to inner):

file
class        class UCommonUIInputSettings : public UObject

Source code excerpt:

	 */
	UPROPERTY(EditAnywhere, Config, Category = General)
	int32 UIActionProcessingPriority = 10000;

	/** All UI input action mappings for the project */
	UPROPERTY(EditAnywhere, Config, Category = Actions, meta = (TitleProperty = "ActionTag"))
	TArray<FUIInputAction> InputActions;

	/** Config-only set of input action overrides - if an entry for a given action is both here and in the InputActions array, this entry wins completely. */