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In order to use Enhanced Input event nodes in a widget, you must set the bAutomaticallyRegisterInputOnConstruction value to true on your widget. If you do not, then you will receive BP compilation errors. You can use the "enhancedInput.bp.ShouldValidateWidgetBlueprintSettings" cvar to disable the BP errors if desired. #jira UE-188341 #rb daren.cheng, jodon.karlik [CL 35418859 by ben hoffman in ue5-main branch]
40 lines
872 B
Plaintext
40 lines
872 B
Plaintext
{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "Enhanced Input",
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"Description": "Input handling that allows for contextual and dynamic mappings.",
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"Category": "Input",
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"CreatedBy": "Epic Games, Inc.",
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"CreatedByURL": "https://epicgames.com",
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"DocsURL": "https://docs.unrealengine.com/en-US/enhanced-input-in-unreal-engine/",
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"MarketplaceURL": "",
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"SupportURL": "",
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"EnabledByDefault": true,
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"CanContainContent": false,
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"IsBetaVersion": false,
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"Installed": false,
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"Modules": [
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{
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"Name": "EnhancedInput",
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"Type": "Runtime",
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"LoadingPhase": "PreDefault"
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},
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{
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"Name": "InputBlueprintNodes",
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"Type": "UncookedOnly",
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"LoadingPhase": "PreDefault"
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},
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{
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"Name": "InputEditor",
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"Type": "Editor",
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"LoadingPhase": "Default"
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}
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],
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"Plugins": [
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{
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"Name": "DataValidation",
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"Enabled": true
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}
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]
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} |