ben hoffman
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49ca524dc4
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Add a "bShouldFireDelegatesInEditor" property to the Enhanced Input Component. This will make sure that only Input Components that have the flag specifically set when they are created will fire in-editor delegates with an Editor Script Guard. This ensures that no game-only input actions will be fired as editor delegates while keeping the implementation details hidden from the editor users.
#jira UE-148305
#rb ben.zeigler
#preflight 62bdc8f7ed35ee71a707ad15
[CL 20906054 by ben hoffman in ue5-main branch]
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2022-06-30 18:26:26 -04:00 |
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ben hoffman
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26ef180e82
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Only create the UEnhancedInputEditorSubsystem if we are WITH_EDITOR, and the FSlateApplication has been initalized. Otherwise we can't use it since there would be nothing to register the input preprocessor with. This solves issues with headless cooks crashing on initalize.
#jira none
#rb trivial
#rnx
#preflight 6233a1fd1302f69e9a4b6f19
[CL 19427491 by ben hoffman in ue5-main branch]
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2022-03-17 17:36:27 -04:00 |
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ben hoffman
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1af53e6153
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Enhanced Input Editor Subsystem. The Enhanced Input Editor subsystem will allow you to bind to Input Delegates in Editor Utility Actors or other Editor-time objects. The input is driven by an InputProcessor, and this subsystem will only incur any cost to the user if they manually enable it. This is useful for Virtual Production as it will allow physical input devices like cameras to make changes to an object's properties in the level.
#jira UE-144959
#rb phillip.kavan
#rb David.Hibbitts
#preflight 62326190f97ce4a8038a4f3a
[CL 19425960 by ben hoffman in ue5-main branch]
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2022-03-17 16:10:59 -04:00 |
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