Files
UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputEditor/Private/EnhancedInputEditorSettings.cpp
henrik karlsson 2f78497e67 [Engine/Plugins]
* Updated private files with IWYU for all plugins which had 3 or less changes made in ue5 main since last integration to fn

#preflight 63bf8d8b577437afe607dc72
#rb none

[CL 23659643 by henrik karlsson in ue5-main branch]
2023-01-12 01:48:34 -05:00

46 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EnhancedInputEditorSettings.h"
#include "EnhancedInputDeveloperSettings.h"
#include "EnhancedPlayerInput.h"
#include "HAL/IConsoleManager.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(EnhancedInputEditorSettings)
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)
{
}