// Copyright Epic Games, Inc. All Rights Reserved. #include "CommonInputActionDomain.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(CommonInputActionDomain) DEFINE_LOG_CATEGORY(LogUIActionDomain); bool UCommonInputActionDomain::ShouldBreakInnerEventFlow(bool bInputEventHandled) const { switch (InnerBehavior) { case ECommonInputEventFlowBehavior::BlockIfActive: { return true; } case ECommonInputEventFlowBehavior::BlockIfHandled: { return bInputEventHandled; } case ECommonInputEventFlowBehavior::NeverBlock: { return false; } } return false; } bool UCommonInputActionDomain::ShouldBreakEventFlow(bool bDomainHadActiveRoots, bool bInputEventHandledAtLeastOnce) const { switch (Behavior) { case ECommonInputEventFlowBehavior::BlockIfActive: { return bDomainHadActiveRoots; } case ECommonInputEventFlowBehavior::BlockIfHandled: { return bInputEventHandledAtLeastOnce; } case ECommonInputEventFlowBehavior::NeverBlock: { return false; } } return false; }