unreal.ColorInputDeviceProperty

class unreal.ColorInputDeviceProperty(outer: Object | None = None, name: Name | str = 'None')

Bases: InputDeviceProperty

Set the color of an Input Device to a static color. This will NOT reset the device color when the property is done evaluating. You can think of this as a “One Shot” effect, where you set the device property color.

NOTE: This property has platform specific implementations and may behave differently per platform. See the docs for more details on each platform.

C++ Source:

  • Module: Engine

  • File: InputDeviceProperties.h

Editor Properties: (see get_editor_property/set_editor_property)

  • color_data (DeviceColorData): [Read-Write] Default color data that will be used by default. Device Specific overrides will be used when the current input device matches

  • device_override_data (Map[Name, DeviceColorData]): [Read-Write] A map of device specific color data. If no overrides are specified, the Default hardware data will be used

  • property_duration (float): [Read-Only] The duration that this device property should last. Override this if your property has any dynamic curves to be the max time range.

    A duration of 0 means that the device property will be treated as a “One Shot” effect, being applied once before being removed by the Input Device Subsystem.

property color_data: DeviceColorData

[Read-Write] Default color data that will be used by default. Device Specific overrides will be used when the current input device matches

Type:

(DeviceColorData)

property device_override_data: None

[Read-Write] A map of device specific color data. If no overrides are specified, the Default hardware data will be used

Type:

(Map[Name, DeviceColorData])