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UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputEditor/Private/EnhancedInputEditorSettings.cpp

44 lines
1.4 KiB
C++

// 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)
{
}