// Copyright Epic Games, Inc. All Rights Reserved. #include "CommonInputActionDomain.h" bool UCommonInputActionDomain::ShouldBreakInnerEventFlow(bool bInputEventHandled) const { switch (InnerBehavior) { case ECommonInputEventFlowBehavior::BlockIfActive: { return true; } case ECommonInputEventFlowBehavior::BlockIfHandled: { return bInputEventHandled; } case ECommonInputEventFlowBehavior::NeverBlock: { return false; } } return false; } bool UCommonInputActionDomain::ShouldBreakEventFlow(bool bDomainHadActiveRoots, bool bInputEventHandledAtLeastOnce) const { switch (Behavior) { case ECommonInputEventFlowBehavior::BlockIfActive: { return bDomainHadActiveRoots; } case ECommonInputEventFlowBehavior::BlockIfHandled: { return bInputEventHandledAtLeastOnce; } case ECommonInputEventFlowBehavior::NeverBlock: { return false; } } return false; } void UCommonInputActionDomainTable::PostLoad() { for (UCommonInputActionDomain* ActionDomain : ActionDomains) { if (ActionDomain && ActionDomain->bIsDefaultActionDomain) { DefaultActionDomainCache = ActionDomain; break; } } Super::PostLoad(); }