// Copyright Epic Games, Inc. All Rights Reserved. #include "EnhancedInputEditorSettings.h" #include "EnhancedPlayerInput.h" #include "InputMappingContext.h" #include "EnhancedInputEditorSubsystem.h" #include "Editor.h" 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) { }