unreal.VCamInputDeviceConfig

class unreal.VCamInputDeviceConfig

Bases: StructBase

Defines the input devices a UVCamComponent will accept input from.

C++ Source:

  • Plugin: VirtualCameraCore

  • Module: VCamCore

  • File: VCamInputDeviceConfig.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allow_all_input_devices (bool): [Read-Write] Determines how input devices are filtered: True: Every device is allowed. False: Only input from devices with the IDs in AllowedInputDeviceIds is allowed.

  • allowed_input_device_ids (Array[VCamInputDeviceID]): [Read-Write] List of input devices from which input can trigger input actions. Typically this is used for gamepads.

    Input device IDs start at 0 and increase by 1 as more devices connect. When a device disconnects, the ID is recycled and becomes available for reassignment to the next device that connects; when a device connects, the lowest possible ID is reassigned.

    Example: suppose you have three gamepads called A, B, and VCamDevicePairingConfig.h 1. Connect gamepad A > receives ID 0 2. Connect gamepad B > receives ID 1 3. Disconnect gamepad A > gamepad B will still have ID 1 4. Connect the same gamepad A OR another gamepad C > receives ID 0.

    Note: Keyboards always have ID = 0, mice ID = -1. Note: The first gamepad will have ID = 0 even though keyboards will also have ID 0.

  • input_mode (VCamInputMode): [Read-Write] Determines how input is to be treated (is it consumed? is it even allowed?). Note: This applies only to gamepads and keyboards. VCam always ignores mouse input (including mouse buttons).

  • logging_mode (VCamInputLoggingMode): [Read-Write] What type of input should be logged.

    Tip: Filter the log by LogVCamInputDebug.