Files
UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputEditor/Private/EnhancedInputEditorSettings.cpp
ben hoffman 49ddb1d8f5 Mark all exec pins as advanced view on Input Action event nodes except for "Triggered". Most of the time the triggered event pin is what users should be connecting to, and making the other pins hidden will improve first time user UX and make it more obvious what pin you should be hooking up to.
There is an editor preference to change what pins show up by default in blueprints, but this change will hopefully point people towards using Input Triggers more instead of relying on undefined input behaviors and improve the first time user experience.

#jira UE-169056
#rb trivial
#preflight 645571d7d77a82d6a790be89

[CL 25395035 by ben hoffman in ue5-main branch]
2023-05-09 16:28:48 -04:00

48 lines
1.6 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)
// By default only show the triggered event
, VisibleEventPinsByDefault(static_cast<uint8>(ETriggerEvent::Triggered))
{
}