Files
UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputEditor/Public/EnhancedInputEditorSettings.h
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

64 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DeveloperSettings.h"
#include "Engine/DeveloperSettingsBackedByCVars.h"
#include "EnhancedInputEditorSettings.generated.h"
struct FDefaultContextSetting;
class UEnhancedPlayerInput;
class UEnhancedInputEditorSubsystem;
/** Settings for the Enhanced Input Editor Subsystem that are persistent between a project's users */
UCLASS(config = Input, defaultconfig, meta = (DisplayName = "Enhanced Input (Editor Only)"))
class UEnhancedInputEditorProjectSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
UEnhancedInputEditorProjectSettings(const FObjectInitializer& Initializer);
/** The default player input class that the Enhanced Input Editor subsystem will use. */
UPROPERTY(config, EditAnywhere, NoClear, Category = Default)
TSoftClassPtr<UEnhancedPlayerInput> DefaultEditorInputClass;
/** Array of any input mapping contexts that you want to always be applied to the Enhanced Input Editor Subsystem. */
UPROPERTY(config, EditAnywhere, Category = Default)
TArray<FDefaultContextSetting> DefaultMappingContexts;
};
/**
* A collection of useful individual user settings when using the EnhancedInputEditorSubsystem.
*/
UCLASS(config=EditorPerProjectUserSettings, meta=(DisplayName="Enhanced Input Editor Settings"))
class INPUTEDITOR_API UEnhancedInputEditorSettings : public UDeveloperSettingsBackedByCVars
{
GENERATED_BODY()
public:
UEnhancedInputEditorSettings();
/**
* If true then the Enhanced Input Editor subsystem will log all input that is being processed by it (keypresses, analog values, etc)
* Note: This can produce A LOT of logs, so only use this if you are debugging something.
*/
UPROPERTY(config, EditAnywhere, Category = Logging, meta=(ConsoleVariable="EnhancedEditorInput.bShouldLogAllInputs"))
uint8 bLogAllInput : 1;
/** If true, then the UEnhancedInputEditorSubsystem will be started when it is initalized */
UPROPERTY(config, EditAnywhere, Category = Editor, meta=(ConsoleVariable="EnhancedEditorInput.bAutomaticallyStartConsumingInput"))
uint8 bAutomaticallyStartConsumingInput : 1;
/** A bitmask of what event pins are visible when you place an Input Action event node in blueprints. */
UPROPERTY(config, EditAnywhere, Category = Blueprints, meta = (Bitmask, BitmaskEnum = "/Script/EnhancedInput.ETriggerEvent"))
uint8 VisibleEventPinsByDefault;
};
#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#include "CoreMinimal.h"
#include "EnhancedInputDeveloperSettings.h"
#endif