Files
UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputEditor/Private/EnhancedInputEditorSettings.cpp

48 lines
1.6 KiB
C++
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EnhancedInputEditorSettings.h"
#include "EnhancedInputDeveloperSettings.h"
#include "EnhancedPlayerInput.h"
#include "HAL/IConsoleManager.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(EnhancedInputEditorSettings)
namespace UE::EnhancedInput::Private
{
namespace ConsoleVariables
{
static bool bShouldLogAllInputs = false;
static FAutoConsoleVariableRef CVarShouldLogAllInputs(
TEXT("EnhancedEditorInput.bShouldLogAllInputs"),
bShouldLogAllInputs,
TEXT("Should each InputKey call be logged?"),
ECVF_Default);
static bool bAutomaticallyStartConsumingInput = false;
static FAutoConsoleVariableRef CVarAutomaticallyStartConsumingInput(
TEXT("EnhancedEditorInput.bAutomaticallyStartConsumingInput"),
bAutomaticallyStartConsumingInput,
TEXT("Should the UEnhancedInputEditorSubsystem be started as soon as it is inialized?"),
ECVF_Default);
}
}
////////////////////////////////////////////////////////////////////////
// UEnhancedInputEditorProjectSettings
UEnhancedInputEditorProjectSettings::UEnhancedInputEditorProjectSettings(const FObjectInitializer& Initializer)
: Super(Initializer)
, DefaultEditorInputClass(UEnhancedPlayerInput::StaticClass())
{
}
////////////////////////////////////////////////////////////////////////
// UEnhancedInputEditorSettings
UEnhancedInputEditorSettings::UEnhancedInputEditorSettings()
: bLogAllInput(false)
, bAutomaticallyStartConsumingInput(false)
// By default only show the triggered event
, VisibleEventPinsByDefault(static_cast<uint8>(ETriggerEvent::Triggered))
{
}