You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#jira UE-159694 #rb nate.strohmyer #rnx #preflight skip [CL 21467674 by ben hoffman in ue5-main branch]
419 lines
18 KiB
C++
419 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "InputEditorModule.h"
|
|
|
|
#include "AssetTypeActions_Base.h"
|
|
#include "EnhancedInputModule.h"
|
|
#include "DetailCategoryBuilder.h"
|
|
#include "DetailLayoutBuilder.h"
|
|
#include "Framework/Notifications/NotificationManager.h"
|
|
#include "GameFramework/PlayerController.h"
|
|
#include "HAL/PlatformFileManager.h"
|
|
#include "InputAction.h"
|
|
#include "InputMappingContext.h"
|
|
#include "PlayerMappableInputConfig.h"
|
|
#include "InputCustomizations.h"
|
|
#include "InputModifiers.h"
|
|
#include "ISettingsModule.h"
|
|
#include "ToolMenuSection.h"
|
|
#include "K2Node_EnhancedInputAction.h"
|
|
#include "K2Node_GetInputActionValue.h"
|
|
#include "Modules/ModuleInterface.h"
|
|
#include "Modules/ModuleManager.h"
|
|
#include "PropertyEditorDelegates.h"
|
|
#include "PropertyEditorModule.h"
|
|
#include "SSettingsEditorCheckoutNotice.h"
|
|
#include "Widgets/Layout/SScrollBox.h"
|
|
#include "Widgets/Notifications/SNotificationList.h"
|
|
#include "AssetTypeActions/AssetTypeActions_DataAsset.h"
|
|
#include "EnhancedInputDeveloperSettings.h"
|
|
#include "Styling/SlateStyle.h"
|
|
#include "Styling/StyleColors.h"
|
|
#include "Styling/SlateStyleMacros.h"
|
|
#include "Styling/SlateStyleRegistry.h"
|
|
#include "ContentBrowserModule.h"
|
|
#include "IContentBrowserSingleton.h"
|
|
#include "GameFramework/InputSettings.h"
|
|
#include "EnhancedInputComponent.h"
|
|
#include "EnhancedPlayerInput.h"
|
|
#include "Interfaces/IMainFrameModule.h"
|
|
#include "SourceControlHelpers.h"
|
|
#include "HAL/FileManager.h"
|
|
|
|
#define LOCTEXT_NAMESPACE "InputEditor"
|
|
|
|
DEFINE_LOG_CATEGORY(LogEnhancedInputEditor);
|
|
|
|
EAssetTypeCategories::Type FInputEditorModule::InputAssetsCategory;
|
|
|
|
namespace UE::Input
|
|
{
|
|
static bool bEnableAutoUpgradeToEnhancedInput = true;
|
|
static FAutoConsoleVariableRef CVarEnableAutoUpgradeToEnhancedInput(
|
|
TEXT("EnhancedInput.bEnableAutoUpgrade"),
|
|
bEnableAutoUpgradeToEnhancedInput,
|
|
TEXT("Should your project automatically be set to use Enhanced Input if it is currently using the legacy input system?"),
|
|
ECVF_Default);
|
|
}
|
|
|
|
IMPLEMENT_MODULE(FInputEditorModule, InputEditor)
|
|
|
|
// Asset factories
|
|
|
|
// InputContext
|
|
UInputMappingContext_Factory::UInputMappingContext_Factory(const class FObjectInitializer& OBJ) : Super(OBJ) {
|
|
SupportedClass = UInputMappingContext::StaticClass();
|
|
bEditAfterNew = true;
|
|
bCreateNew = true;
|
|
}
|
|
|
|
UObject* UInputMappingContext_Factory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
|
|
{
|
|
check(Class->IsChildOf(UInputMappingContext::StaticClass()));
|
|
UInputMappingContext* IMC = NewObject<UInputMappingContext>(InParent, Class, Name, Flags | RF_Transactional, Context);
|
|
|
|
// Populate the IMC with some initial input actions if they were specified. This will be the case if the IMC is being created from the FAssetTypeActions_InputAction
|
|
for (TWeakObjectPtr<UInputAction> WeakIA : InitialActions)
|
|
{
|
|
if (UInputAction* IA = WeakIA.Get())
|
|
{
|
|
IMC->MapKey(IA, FKey());
|
|
}
|
|
}
|
|
|
|
return IMC;
|
|
}
|
|
|
|
void UInputMappingContext_Factory::SetInitialActions(TArray<TWeakObjectPtr<UInputAction>> InInitialActions)
|
|
{
|
|
InitialActions.Empty();
|
|
InitialActions = InInitialActions;
|
|
}
|
|
|
|
// InputAction
|
|
UInputAction_Factory::UInputAction_Factory(const class FObjectInitializer& OBJ)
|
|
: Super(OBJ)
|
|
{
|
|
SupportedClass = UInputAction::StaticClass();
|
|
bEditAfterNew = true;
|
|
bCreateNew = true;
|
|
}
|
|
|
|
UObject* UInputAction_Factory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
|
|
{
|
|
check(Class->IsChildOf(UInputAction::StaticClass()));
|
|
return NewObject<UInputAction>(InParent, Class, Name, Flags | RF_Transactional, Context);
|
|
}
|
|
|
|
// UPlayerMappableInputConfig_Factory
|
|
UPlayerMappableInputConfig_Factory::UPlayerMappableInputConfig_Factory(const class FObjectInitializer& OBJ)
|
|
: Super(OBJ)
|
|
{
|
|
SupportedClass = UPlayerMappableInputConfig::StaticClass();
|
|
bEditAfterNew = true;
|
|
bCreateNew = true;
|
|
}
|
|
|
|
UObject* UPlayerMappableInputConfig_Factory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
|
|
{
|
|
check(Class->IsChildOf(UPlayerMappableInputConfig::StaticClass()));
|
|
return NewObject<UPlayerMappableInputConfig>(InParent, Class, Name, Flags | RF_Transactional, Context);
|
|
}
|
|
|
|
// Asset type actions
|
|
|
|
class FAssetTypeActions_InputContext : public FAssetTypeActions_DataAsset
|
|
{
|
|
public:
|
|
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_InputMappingContext", "Input Mapping Context"); }
|
|
virtual uint32 GetCategories() override { return FInputEditorModule::GetInputAssetsCategory(); }
|
|
virtual FColor GetTypeColor() const override { return FColor(255, 255, 127); }
|
|
virtual FText GetAssetDescription(const FAssetData& AssetData) const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_InputContextDesc", "A collection of device input to action mappings."); }
|
|
virtual UClass* GetSupportedClass() const override { return UInputMappingContext::StaticClass(); }
|
|
};
|
|
|
|
class FAssetTypeActions_InputAction : public FAssetTypeActions_DataAsset
|
|
{
|
|
public:
|
|
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_InputAction", "Input Action"); }
|
|
virtual uint32 GetCategories() override { return FInputEditorModule::GetInputAssetsCategory(); }
|
|
virtual FColor GetTypeColor() const override { return FColor(127, 255, 255); }
|
|
virtual FText GetAssetDescription(const FAssetData& AssetData) const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_InputActionDesc", "Represents an an abstract game action that can be mapped to arbitrary hardware input devices."); }
|
|
virtual UClass* GetSupportedClass() const override { return UInputAction::StaticClass(); }
|
|
virtual bool HasActions(const TArray<UObject*>& InObjects) const override { return true; }
|
|
virtual void GetActions(const TArray<UObject*>& InObjects, struct FToolMenuSection& Section) override;
|
|
|
|
private:
|
|
|
|
void GetCreateContextFromActionsMenu(TArray<TWeakObjectPtr<UInputAction>> InActions);
|
|
|
|
};
|
|
|
|
void FAssetTypeActions_InputAction::GetActions(const TArray<UObject*>& InObjects, FToolMenuSection& Section)
|
|
{
|
|
TArray<TWeakObjectPtr<UInputAction>> InputActions = GetTypedWeakObjectPtrs<UInputAction>(InObjects);
|
|
|
|
Section.AddMenuEntry(
|
|
"InputAction_CreateContextFromSelection",
|
|
LOCTEXT("InputAction_CreateContextFromSelection", "Create an Input Mapping Context"),
|
|
LOCTEXT("InputAction_CreateContextFromSelectionTooltip", "Create an Input Mapping Context that is filled with the selected Input Actions"),
|
|
FSlateIcon(FAppStyle::GetAppStyleSetName(), "ClassIcon.InputMappingContext"),
|
|
FUIAction(FExecuteAction::CreateSP(this, &FAssetTypeActions_InputAction::GetCreateContextFromActionsMenu, InputActions))
|
|
);
|
|
}
|
|
|
|
void FAssetTypeActions_InputAction::GetCreateContextFromActionsMenu(TArray<TWeakObjectPtr<UInputAction>> InActions)
|
|
{
|
|
if (InActions.IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
static const FString MappingContextPrefix(TEXT("IMC_"));
|
|
static const FString ActionPrefixToIgnore(TEXT("IA_"));
|
|
|
|
if (UInputAction* FirstIA = InActions[0].Get())
|
|
{
|
|
FString EffectiveIMCName = FirstIA->GetName();
|
|
EffectiveIMCName.RemoveFromStart(ActionPrefixToIgnore);
|
|
// Have the IMC_ prefix at the front of the new asset
|
|
EffectiveIMCName.InsertAt(0, MappingContextPrefix);
|
|
|
|
const FString ActionPathName = FirstIA->GetOutermost()->GetPathName();
|
|
const FString LongPackagePath = FPackageName::GetLongPackagePath(ActionPathName);
|
|
const FString NewIMCDefaultPath = LongPackagePath / EffectiveIMCName;
|
|
|
|
FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
|
|
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
|
|
|
|
// Make sure the name is unique
|
|
FString AssetName;
|
|
FString DefaultSuffix;
|
|
FString PackageName;
|
|
AssetToolsModule.Get().CreateUniqueAssetName(NewIMCDefaultPath, DefaultSuffix, /*out*/ PackageName, /*out*/ AssetName);
|
|
const FString PackagePath = FPackageName::GetLongPackagePath(PackageName);
|
|
|
|
// Create the new IMC
|
|
UInputMappingContext_Factory* IMCFactory = NewObject<UInputMappingContext_Factory>();
|
|
IMCFactory->SetInitialActions(InActions);
|
|
ContentBrowserModule.Get().CreateNewAsset(AssetName, PackagePath, UInputMappingContext::StaticClass(), IMCFactory);
|
|
}
|
|
}
|
|
|
|
class FAssetTypeActions_PlayerMappableInputConfig : public FAssetTypeActions_DataAsset
|
|
{
|
|
public:
|
|
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_PlayerMappableInputConfig", "Player Mappable Input Config"); }
|
|
virtual uint32 GetCategories() override { return FInputEditorModule::GetInputAssetsCategory(); }
|
|
virtual FColor GetTypeColor() const override { return FColor(127, 255, 255); }
|
|
virtual FText GetAssetDescription(const FAssetData& AssetData) const override { return NSLOCTEXT("AssetTypeActions", "AssetTypeActions_PlayerBindableInputConfigDesc", "Represents one set of Player Mappable controller/keymappings"); }
|
|
virtual UClass* GetSupportedClass() const override { return UPlayerMappableInputConfig::StaticClass(); }
|
|
};
|
|
|
|
/** Custom style set for Enhanced Input */
|
|
class FEnhancedInputSlateStyle final : public FSlateStyleSet
|
|
{
|
|
public:
|
|
FEnhancedInputSlateStyle()
|
|
: FSlateStyleSet("EnhancedInputEditor")
|
|
{
|
|
SetParentStyleName(FAppStyle::GetAppStyleSetName());
|
|
|
|
// The icons are located in /Engine/Plugins/EnhancedInput/Content/Editor/Slate/Icons
|
|
SetContentRoot(FPaths::EnginePluginsDir() / TEXT("EnhancedInput/Content/Editor/Slate"));
|
|
SetCoreContentRoot(FPaths::EngineContentDir() / TEXT("Slate"));
|
|
|
|
// Enhanced Input Editor icons
|
|
static const FVector2D Icon16 = FVector2D(16.0f, 16.0f);
|
|
static const FVector2D Icon64 = FVector2D(64.0f, 64.0f);
|
|
|
|
Set("EnhancedInputIcon_Small", new IMAGE_BRUSH_SVG("Icons/EnhancedInput_16", Icon16));
|
|
Set("EnhancedInputIcon_Large", new IMAGE_BRUSH_SVG("Icons/EnhancedInput_64", Icon64));
|
|
|
|
Set("ClassIcon.InputAction", new IMAGE_BRUSH_SVG("Icons/InputAction_16", Icon16));
|
|
Set("ClassThumbnail.InputAction", new IMAGE_BRUSH_SVG("Icons/InputAction_64", Icon64));
|
|
|
|
Set("ClassIcon.InputMappingContext", new IMAGE_BRUSH_SVG("Icons/InputMappingContext_16", Icon16));
|
|
Set("ClassThumbnail.InputMappingContext", new IMAGE_BRUSH_SVG("Icons/InputMappingContext_64", Icon64));
|
|
|
|
Set("ClassIcon.PlayerMappableInputConfig", new IMAGE_BRUSH_SVG("Icons/PlayerMappableInputConfig_16", Icon16));
|
|
Set("ClassThumbnail.PlayerMappableInputConfig", new IMAGE_BRUSH_SVG("Icons/PlayerMappableInputConfig_64", Icon64));
|
|
}
|
|
};
|
|
|
|
void FInputEditorModule::StartupModule()
|
|
{
|
|
// Register customizations
|
|
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
|
|
PropertyModule.RegisterCustomClassLayout("InputMappingContext", FOnGetDetailCustomizationInstance::CreateStatic(&FInputContextDetails::MakeInstance));
|
|
PropertyModule.RegisterCustomPropertyTypeLayout("EnhancedActionKeyMapping", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FEnhancedActionMappingCustomization::MakeInstance));
|
|
PropertyModule.RegisterCustomClassLayout(UEnhancedInputDeveloperSettings::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic(&FEnhancedInputDeveloperSettingsCustomization::MakeInstance));
|
|
PropertyModule.NotifyCustomizationModuleChanged();
|
|
|
|
// Register input assets
|
|
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
|
|
InputAssetsCategory = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Input")), LOCTEXT("InputAssetsCategory", "Input"));
|
|
{
|
|
RegisterAssetTypeActions(AssetTools, MakeShareable(new FAssetTypeActions_InputAction));
|
|
RegisterAssetTypeActions(AssetTools, MakeShareable(new FAssetTypeActions_InputContext));
|
|
RegisterAssetTypeActions(AssetTools, MakeShareable(new FAssetTypeActions_PlayerMappableInputConfig));
|
|
// TODO: Build these off a button on the InputContext Trigger/Mapping pickers? Would be good to have both.
|
|
//RegisterAssetTypeActions(AssetTools, MakeShareable(new FAssetTypeActions_InputTrigger));
|
|
//RegisterAssetTypeActions(AssetTools, MakeShareable(new FAssetTypeActions_InputModifier));
|
|
}
|
|
|
|
// Make a new style set for Enhanced Input, which will register any custom icons for the types in this plugin
|
|
StyleSet = MakeShared<FEnhancedInputSlateStyle>();
|
|
FSlateStyleRegistry::RegisterSlateStyle(*StyleSet.Get());
|
|
|
|
// Listen for when the editor is ready and then try to upgrade the input classes. We will send a slate notification
|
|
// if we upgrade the input classes, which is why we need to wait for the editor to be ready
|
|
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
|
|
MainFrameModule.OnMainFrameCreationFinished().AddRaw(this, &FInputEditorModule::OnMainFrameCreationFinished);
|
|
}
|
|
|
|
void FInputEditorModule::ShutdownModule()
|
|
{
|
|
// Unregister input assets
|
|
if (FAssetToolsModule* AssetToolsModule = FModuleManager::GetModulePtr<FAssetToolsModule>("AssetTools"))
|
|
{
|
|
for (TSharedPtr<IAssetTypeActions>& AssetAction : CreatedAssetTypeActions)
|
|
{
|
|
AssetToolsModule->Get().UnregisterAssetTypeActions(AssetAction.ToSharedRef());
|
|
}
|
|
}
|
|
CreatedAssetTypeActions.Empty();
|
|
|
|
// Unregister input settings
|
|
if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
|
|
{
|
|
SettingsModule->UnregisterSettings("Project", "Engine", "Enhanced Input");
|
|
}
|
|
|
|
// Unregister customizations
|
|
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
|
|
PropertyModule.UnregisterCustomClassLayout("InputContext");
|
|
PropertyModule.UnregisterCustomPropertyTypeLayout("EnhancedActionKeyMapping");
|
|
PropertyModule.UnregisterCustomClassLayout("EnhancedInputDeveloperSettings");
|
|
PropertyModule.NotifyCustomizationModuleChanged();
|
|
|
|
// Unregister slate stylings
|
|
if (StyleSet.IsValid())
|
|
{
|
|
FSlateStyleRegistry::UnRegisterSlateStyle(*StyleSet.Get());
|
|
}
|
|
|
|
// Remove any listeners to the editor startup delegate
|
|
if (FModuleManager::Get().IsModuleLoaded("MainFrame"))
|
|
{
|
|
IMainFrameModule::Get().OnMainFrameCreationFinished().RemoveAll(this);
|
|
}
|
|
}
|
|
|
|
void FInputEditorModule::OnMainFrameCreationFinished(TSharedPtr<SWindow> InRootWindow, bool bIsNewProjectWindow)
|
|
{
|
|
AutoUpgradeDefaultInputClasses();
|
|
}
|
|
|
|
namespace UE::Input
|
|
{
|
|
static void ShowToast(const FText& ClassBeingChanged, const FString& NewClassName, const FString& OldClassName)
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add(TEXT("ClassBeingChanged"), ClassBeingChanged);
|
|
Args.Add(TEXT("NewClass"), FText::FromString(NewClassName));
|
|
Args.Add(TEXT("OldClass"), FText::FromString(OldClassName));
|
|
|
|
const FText Message = FText::Format(LOCTEXT("EnhancedInputUpgradeToast", "Upgrading default {ClassBeingChanged} class from '{OldClass}' to '{NewClass}'"), Args);
|
|
|
|
FNotificationInfo* Info = new FNotificationInfo(Message);
|
|
Info->ExpireDuration = 5.0f;
|
|
Info->bFireAndForget = true;
|
|
FSlateNotificationManager::Get().QueueNotification(Info);
|
|
|
|
UE_LOG(LogEnhancedInputEditor, Log, TEXT("Upgrading Default %s class from '%s' to '%s'"), *ClassBeingChanged.ToString(), *OldClassName, *NewClassName);
|
|
}
|
|
}
|
|
|
|
void FInputEditorModule::AutoUpgradeDefaultInputClasses()
|
|
{
|
|
if (!UE::Input::bEnableAutoUpgradeToEnhancedInput)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (UInputSettings* InputSettings = GetMutableDefault<UInputSettings>())
|
|
{
|
|
const UClass* OriginalInputComponentClass = InputSettings->GetDefaultInputComponentClass();
|
|
const UClass* OriginalPlayerInputClass = InputSettings->GetDefaultPlayerInputClass();
|
|
bool bNeedsConfigSave = false;
|
|
|
|
if (OriginalInputComponentClass && OriginalInputComponentClass == UInputComponent::StaticClass())
|
|
{
|
|
InputSettings->SetDefaultInputComponentClass(UEnhancedInputComponent::StaticClass());
|
|
|
|
static const FText ClassName = LOCTEXT("InputComponentClassLabel", "Input Component");
|
|
UE::Input::ShowToast(ClassName, UEnhancedInputComponent::StaticClass()->GetName(), OriginalInputComponentClass->GetName());
|
|
bNeedsConfigSave = true;
|
|
}
|
|
|
|
if (OriginalPlayerInputClass && OriginalPlayerInputClass == UPlayerInput::StaticClass())
|
|
{
|
|
InputSettings->SetDefaultPlayerInputClass(UEnhancedPlayerInput::StaticClass());
|
|
|
|
static const FText ClassName = LOCTEXT("PlayerInputClassLabel", "Player Input");
|
|
UE::Input::ShowToast(ClassName, UEnhancedPlayerInput::StaticClass()->GetName(), OriginalPlayerInputClass->GetName());
|
|
bNeedsConfigSave = true;
|
|
}
|
|
|
|
// Make sure that the config file gets updated with these new values
|
|
if (bNeedsConfigSave)
|
|
{
|
|
const FString DefaultConfigFile = InputSettings->GetDefaultConfigFilename();
|
|
|
|
// We can write to the file if it is not read only. If it is read only, then we can write to it if we successfully check it out with source control
|
|
bool bCanWriteToFile = !IFileManager::Get().IsReadOnly(*DefaultConfigFile) || (USourceControlHelpers::IsEnabled() && USourceControlHelpers::CheckOutFile(DefaultConfigFile));
|
|
|
|
if (bCanWriteToFile)
|
|
{
|
|
InputSettings->TryUpdateDefaultConfigFile(DefaultConfigFile, /* bWarnIfFail */ false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FInputEditorModule::Tick(float DeltaTime)
|
|
{
|
|
// Update any blueprints that are referencing an input action with a modified value type
|
|
if (UInputAction::ActionsWithModifiedValueTypes.Num())
|
|
{
|
|
TSet<UBlueprint*> BPsModified;
|
|
for (TObjectIterator<UK2Node_EnhancedInputAction> NodeIt; NodeIt; ++NodeIt)
|
|
{
|
|
if (UInputAction::ActionsWithModifiedValueTypes.Contains(NodeIt->InputAction))
|
|
{
|
|
NodeIt->ReconstructNode();
|
|
BPsModified.Emplace(NodeIt->GetBlueprint());
|
|
}
|
|
}
|
|
for (TObjectIterator<UK2Node_GetInputActionValue> NodeIt; NodeIt; ++NodeIt)
|
|
{
|
|
if (UInputAction::ActionsWithModifiedValueTypes.Contains(NodeIt->InputAction))
|
|
{
|
|
NodeIt->ReconstructNode();
|
|
BPsModified.Emplace(NodeIt->GetBlueprint());
|
|
}
|
|
}
|
|
|
|
if (BPsModified.Num())
|
|
{
|
|
FNotificationInfo Info(FText::Format(LOCTEXT("ActionValueTypeChange", "Changing action value type affected {0} blueprint(s)!"), BPsModified.Num()));
|
|
Info.ExpireDuration = 5.0f;
|
|
FSlateNotificationManager::Get().AddNotification(Info);
|
|
}
|
|
|
|
UInputAction::ActionsWithModifiedValueTypes.Reset();
|
|
}
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE |