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The Input Editor module has several features that are using the K2Nodes from enhanced input when it doesnt need to. The Blueprint Node logic should be kept in its own module. This will allow the K2Nodes to actually read from editor settings and preferences in the rest of enhanced input, which would otherwise cause a circular depedency in the build graph. This change is really just moving some functions from one module to another, neither module is publically exposed so no deprecation is required. #rb trivial #rnx #preflight 645914ab4c3ec54e6e1070ec [CL 25375925 by ben hoffman in ue5-main branch]
34 lines
795 B
Plaintext
34 lines
795 B
Plaintext
{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "1.0",
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"FriendlyName": "Enhanced Input",
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"Description": "Input handling that allows for contextual and dynamic mappings.",
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"Category": "Input",
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"CreatedBy": "Epic Games, Inc.",
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"CreatedByURL": "https://epicgames.com",
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"DocsURL": "https://docs.unrealengine.com/en-US/enhanced-input-in-unreal-engine/",
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"MarketplaceURL": "",
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"SupportURL": "",
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"EnabledByDefault": true,
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"CanContainContent": false,
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"IsBetaVersion": false,
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"Installed": false,
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"Modules": [
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{
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"Name": "EnhancedInput",
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"Type": "Runtime",
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"LoadingPhase": "PreDefault"
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},
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{
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"Name": "InputBlueprintNodes",
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"Type": "UncookedOnly",
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"LoadingPhase": "Default"
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},
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{
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"Name": "InputEditor",
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"Type": "Editor",
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"LoadingPhase": "Default"
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}
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]
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} |