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UKismetInputLibrary::Key_GetNavigationDirectionFromAnalog

function Engine Blueprint Since unknown
#include "Kismet/KismetInputLibrary.h"
Access: public Specifiers: staticBlueprintPure

Description

Returns the directional UI navigation value corresponding to an analog input event, such as a gamepad stick pushed past the navigation threshold.

Caveats & Gotchas

  • The analog value must cross the navigation config's activation threshold before a direction other than Invalid is returned — small stick deflections are ignored.
  • Only usable where a live FAnalogInputEvent is available, such as a widget's NativeOnAnalogValueChanged override.

Signature

static EUINavigation Key_GetNavigationDirectionFromAnalog(const FAnalogInputEvent& InAnalogEvent);

Parameters

Name Type Description Default
InAnalogEvent const FAnalogInputEvent& The analog input event (e.g. gamepad stick or trigger) to map to a UI navigation direction.

Return Type

EUINavigation

Example

Drive menu navigation from a gamepad stick C++
FReply UMyWidget::NativeOnAnalogValueChanged(const FGeometry& InGeometry, const FAnalogInputEvent& InAnalogEvent)
{
    EUINavigation Direction = UKismetInputLibrary::Key_GetNavigationDirectionFromAnalog(InAnalogEvent);
    if (Direction != EUINavigation::Invalid)
    {
        NavigateFocus(Direction);
        return FReply::Handled();
    }
    return FReply::Unhandled();
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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