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UnrealEngineUWP/Engine/Plugins/Runtime/InputDebugging/Source/InputDebuggingEditor/InputDebuggingEditor.Build.cs

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Add an Input Debugging Editor module. This is where any generic Input Debugging tools can live now and in the future. Add in a slate notification when a gamepad's state changes in the editor, which displays the Platform User, Device ID, and connection state. In the future I'd like to make a small window that shows you all currently connected devices and the data associated with them, as well possiblly as visualize some of their input or allow you to inject input to different pads. #jira none #rb benjamin.fox #rb nate.strohmyer #preflight 630944779f7fd5df573ba92b [CL 21721464 by ben hoffman in ue5-main branch]
2022-08-31 11:20:11 -04:00
// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class InputDebuggingEditor : ModuleRules
{
public InputDebuggingEditor(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"ApplicationCore",
"Slate",
"SlateCore",
"MainFrame",
}
);
}
}
}
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