33 results for "touch"
Force applied to any physics object the character touches while moving, scaled by the character's current speed.
Returns the touch action currently required to trigger the button's click on touch input devices.
Upper bound on the force applied to physics objects the character touches, computed from TouchForceFactor.
Lower bound on the force applied to physics objects the character touches, computed from TouchForceFactor.
Called when this actor is touched by a finger when click events are enabled in the PlayerController.
Called when a finger is lifted off this actor when click events are enabled in the PlayerController.
Called when a touch finger moves onto this actor while touch-events are enabled, analogous to NotifyActorBeginCursorOver but for touchscreen input.
Called when a touch finger moves off this actor while touch-events are enabled.
Delegate fired when a touch input begins over this actor while touch events are enabled in the player controller.
Delegate fired when a touch input that began over this actor is released, while touch events are enabled in the player controller.
Delegate fired when a finger moves onto this actor's touch area while a touch is already active and touch over events are enabled in the player controller.
Delegate fired when a moving finger leaves this actor's touch area while a touch is active and touch over events are enabled in the player controller.
Returns which touchpad generated this event, for platforms and controllers that expose more than one touch surface per user.
Returns true if this pointer event originated from a touch input rather than a mouse.
Blueprint implementable event called when a touch input begins on this actor.
Blueprint implementable event called when a touch input ends over this actor.
Blueprint implementable event called when an active touch point moves onto this actor's area.
Blueprint implementable event called when an active touch point moves off this actor's area.
Sets which touch interaction pattern triggers the button's OnClicked event on touch-input platforms.
Returns true only when InnerTest is completely contained within OuterTest, with no part touching or crossing the outer boundary.
Tests whether a world-space point lies strictly inside an axis-aligned bounding box.
Decodes an in-memory image buffer and creates a new transient Texture2D from it, without touching disk.
Returns true if the key is a 2D (vector) axis, such as mouse movement or a touchpad's XY position.
Returns a copy of the matrix with scale removed — each row is normalised to unit length.
Blueprint-implementable event fired automatically by Landed() when the character touches down.
Returns the type of trackpad/touch gesture — Scroll, Magnify, Swipe, Rotate, or LongPress — associated with this pointer event.
Returns the unique identifier of the pointer that raised this event — for touch input this is typically the finger index.
Returns the current position of the cursor or touch point in screen space, in pixels.
Clears only the internal weak object pointer cache without touching the stored soft object path, forcing the next Get() call to re-resolve the path from scratch.
Sets both the current language and locale together from a single IETF language tag, without touching any asset group culture overrides.
Directly sets the internal element count without touching memory, running destructors, or reallocating.
Overwrites the internal velocity stored in a vector spring state, without touching the position it is currently tracking.
Removes whitespace characters from the end of a string, leaving the front untouched.