You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
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]
48 lines
1.6 KiB
C++
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))
|
|
{
|
|
}
|
|
|