// Copyright Epic Games, Inc. All Rights Reserved. #include "InputCustomizations.h" #include "ActionMappingDetails.h" #include "AssetRegistry/ARFilter.h" #include "DetailLayoutBuilder.h" #include "Engine/Blueprint.h" #include "IDetailChildrenBuilder.h" #include "InputMappingContext.h" #include "KeyStructCustomization.h" #include "PropertyCustomizationHelpers.h" #include "EnhancedInputDeveloperSettings.h" #include "AssetRegistry/AssetRegistryModule.h" #include "Blueprint/BlueprintSupport.h" #include "Misc/PackageName.h" #include "UObject/UObjectIterator.h" #include "Modules/ModuleManager.h" #include "Widgets/Text/STextBlock.h" #include "EnhancedInputPlayerMappableNameValidator.h" #include "PlayerMappableKeySettings.h" #include "Widgets/Input/SEditableTextBox.h" #include "EnhancedInputPlayerMappableNameValidator.h" #include "InputEditorModule.h" #define LOCTEXT_NAMESPACE "InputCustomization" ////////////////////////////////////////////////////////// // FInputContextDetails TSharedRef FInputContextDetails::MakeInstance() { return MakeShareable(new FInputContextDetails); } void FInputContextDetails::CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder) { // Custom Action Mappings const TSharedPtr ActionMappingsPropertyHandle = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UInputMappingContext, Mappings)); ActionMappingsPropertyHandle->MarkHiddenByCustomization(); IDetailCategoryBuilder& MappingsDetailCategoryBuilder = DetailBuilder.EditCategory(ActionMappingsPropertyHandle->GetDefaultCategoryName()); const TSharedRef ActionMappingsBuilder = MakeShareable(new FActionMappingsNodeBuilderEx(&DetailBuilder, ActionMappingsPropertyHandle)); MappingsDetailCategoryBuilder.AddCustomBuilder(ActionMappingsBuilder); } ////////////////////////////////////////////////////////// // FEnhancedActionMappingCustomization const FEnhancedActionKeyMapping* GetActionKeyMapping(TSharedPtr MappingPropertyHandle) { if (MappingPropertyHandle->IsValidHandle()) { void* Data = nullptr; if (MappingPropertyHandle->GetValueData(Data) != FPropertyAccess::Fail) { return static_cast(Data); } } return nullptr; } void FEnhancedActionMappingCustomization::CustomizeHeader(TSharedRef PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils) { MappingPropertyHandle = PropertyHandle; // Grab the FKey property TSharedPtr KeyHandle = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, Key)); TSharedPtr TriggersHandle = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, Triggers)); TriggersHandle->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FEnhancedActionMappingCustomization::OnTriggersChanged)); TriggersHandle->SetOnChildPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FEnhancedActionMappingCustomization::OnTriggersChanged)); TSharedRef RemoveButton = PropertyCustomizationHelpers::MakeDeleteButton(FSimpleDelegate::CreateSP(this, &FEnhancedActionMappingCustomization::RemoveMappingButton_OnClick), LOCTEXT("RemoveMappingToolTip", "Remove Mapping")); // Create a new instance of the key customization. KeyStructInstance = FKeyStructCustomization::MakeInstance(); // TODO: Use FDetailArrayBuilder? const bool bContainsComboTrigger = DoesTriggerArrayContainCombo(); // Pass our header row into the key struct customizeheader method so it populates our row with the key struct header KeyStructCustomization = StaticCastSharedPtr(KeyStructInstance); KeyStructCustomization->SetDefaultKeyName("ComboKey"); KeyStructCustomization->SetDisabledKeySelectorToolTip(LOCTEXT("DisabledSelectorComboToolTip", "A Combo Trigger isn't triggered through a key so Key Selection has been disabled.")); KeyStructCustomization->SetEnableKeySelector(!bContainsComboTrigger); KeyStructCustomization->CustomizeHeaderOnlyWithButton(KeyHandle.ToSharedRef(), HeaderRow, CustomizationUtils, RemoveButton); } void FEnhancedActionMappingCustomization::AddInputActionProperties(TSharedRef PropertyHandle, IDetailChildrenBuilder& ChildBuilder) { if (const FEnhancedActionKeyMapping* ActionKeyMapping = GetActionKeyMapping(PropertyHandle)) { // Make sure ActionKeyMapping action is valid. If triggers and modifiers are empty we can just back out - nothing to add if (ActionKeyMapping->Action) { // Convert InputAction to non const so we can properly use it in the UObject Array for AddExternalObjectProperty const UInputAction* InputActionPtr = ActionKeyMapping->Action; UInputAction* InputAction = const_cast(InputActionPtr); TArray ActionsAsUObjects { InputAction }; if (IDetailPropertyRow* InputActionTriggersRow = ChildBuilder.AddExternalObjectProperty(ActionsAsUObjects, GET_MEMBER_NAME_CHECKED(UInputAction, Triggers))) { InputActionTriggersPropertyRow = InputActionTriggersRow; InputActionTriggersRow->DisplayName(LOCTEXT("InputActionTriggersDisplayName", "Triggers From Input Action")); InputActionTriggersRow->ToolTip(FText::Format(LOCTEXT("InputActionTriggersToolTip", "Triggers from the {0} Input Action"), FText::FromName(ActionKeyMapping->Action.GetFName()))); InputActionTriggersRow->IsEnabled(false); InputAction->OnTriggersChanged.AddSP(this, &FEnhancedActionMappingCustomization::OnInputActionTriggersChanged); // hide it if the trigger array is empty if (ActionKeyMapping->Action->Triggers.IsEmpty()) { InputActionTriggersRow->Visibility(EVisibility::Hidden); } else { InputActionTriggersRow->Visibility(EVisibility::Visible); } } if (IDetailPropertyRow* InputActionModifiersRow = ChildBuilder.AddExternalObjectProperty(ActionsAsUObjects, GET_MEMBER_NAME_CHECKED(UInputAction, Modifiers))) { InputActionModifiersPropertyRow = InputActionModifiersRow; InputActionModifiersRow->DisplayName(LOCTEXT("InputActionModifiersDisplayName", "Modifiers From Input Action")); InputActionModifiersRow->ToolTip(FText::Format(LOCTEXT("InputActionModifiersToolTip", "Modifiers from the {0} Input Action"), FText::FromName(ActionKeyMapping->Action.GetFName()))); InputActionModifiersRow->IsEnabled(false); InputAction->OnModifiersChanged.AddSP(this, &FEnhancedActionMappingCustomization::OnInputActionModifiersChanged); // hide it if the modifier array is empty if (ActionKeyMapping->Action->Modifiers.IsEmpty()) { InputActionModifiersRow->Visibility(EVisibility::Hidden); } else { InputActionModifiersRow->Visibility(EVisibility::Visible); } } } } } void FEnhancedActionMappingCustomization::CustomizeChildren(TSharedRef PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils) { TSharedPtr TriggersHandle = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, Triggers)); TSharedPtr ModifiersHandle = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, Modifiers)); TSharedPtr SettingBehavior = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, SettingBehavior)); TSharedPtr PlayerMappableKeySettings = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, PlayerMappableKeySettings)); // TODO: ResetToDefault needs to be disabled for arrays ChildBuilder.AddProperty(TriggersHandle.ToSharedRef()); ChildBuilder.AddProperty(ModifiersHandle.ToSharedRef()); AddInputActionProperties(PropertyHandle, ChildBuilder); ChildBuilder.AddProperty(SettingBehavior.ToSharedRef()); ChildBuilder.AddProperty(PlayerMappableKeySettings.ToSharedRef()); } void FEnhancedActionMappingCustomization::RemoveMappingButton_OnClick() const { if (MappingPropertyHandle->IsValidHandle()) { const TSharedPtr ParentHandle = MappingPropertyHandle->GetParentHandle(); const TSharedPtr ParentArrayHandle = ParentHandle->AsArray(); ParentArrayHandle->DeleteItem(MappingPropertyHandle->GetIndexInArray()); } } void FEnhancedActionMappingCustomization::OnTriggersChanged() const { const bool bContainsComboTrigger = DoesTriggerArrayContainCombo(); // if it is currently disabled and doesn't contain a combo now we should set the key to something other than ComboKey if (!KeyStructCustomization->GetEnableKeySelector() && !bContainsComboTrigger) { // setting KeySelector to none key KeyStructCustomization->SetKey(TEXT("None")); } KeyStructCustomization->SetEnableKeySelector(!bContainsComboTrigger); // updating the default key when the KeySelector is disabled KeyStructCustomization->SetDefaultKeyName(bContainsComboTrigger ? TEXT("ComboKey") : TEXT("None")); } void FEnhancedActionMappingCustomization::OnInputActionTriggersChanged() const { if (const FEnhancedActionKeyMapping* ActionKeyMapping = GetActionKeyMapping(MappingPropertyHandle)) { // Make sure ActionKeyMapping action and the property row are valid if (ActionKeyMapping->Action && InputActionTriggersPropertyRow) { // if so we want to hide the row or show it based off contents of the array (whether it's empty or not) if (!ActionKeyMapping->Action->Triggers.IsEmpty()) { InputActionTriggersPropertyRow->Visibility(EVisibility::Visible); } else { InputActionTriggersPropertyRow->Visibility(EVisibility::Hidden); } } } } void FEnhancedActionMappingCustomization::OnInputActionModifiersChanged() const { if (const FEnhancedActionKeyMapping* ActionKeyMapping = GetActionKeyMapping(MappingPropertyHandle)) { // Make sure ActionKeyMapping action and the property row are valid if (ActionKeyMapping->Action && InputActionModifiersPropertyRow) { // if so we want to hide the row or show it based off contents of the array (whether it's empty or not) if (!ActionKeyMapping->Action->Modifiers.IsEmpty()) { InputActionModifiersPropertyRow->Visibility(EVisibility::Visible); } else { InputActionModifiersPropertyRow->Visibility(EVisibility::Hidden); } } } } bool FEnhancedActionMappingCustomization::DoesTriggerArrayContainCombo() const { if (const FEnhancedActionKeyMapping* ActionKeyMapping = GetActionKeyMapping(MappingPropertyHandle)) { // checking context triggers for combo triggers for (const TObjectPtr& Trigger : ActionKeyMapping->Triggers) { if (Trigger.IsA(UInputTriggerCombo::StaticClass())) { return true; } } // checking input action triggers for combo triggers if (ActionKeyMapping->Action) { for (const TObjectPtr& Trigger : ActionKeyMapping->Action->Triggers) { if (Trigger.IsA(UInputTriggerCombo::StaticClass())) { return true; } } } } return false; } ////////////////////////////////////////////////////////// // FEnhancedInputDeveloperSettingsCustomization TSet FEnhancedInputDeveloperSettingsCustomization::ExcludedAssetNames; TSharedRef FEnhancedInputDeveloperSettingsCustomization::MakeInstance() { LLM_SCOPE_BYNAME(TEXT("EnhancedInput/Editor")); return MakeShareable(new FEnhancedInputDeveloperSettingsCustomization()); } FEnhancedInputDeveloperSettingsCustomization::~FEnhancedInputDeveloperSettingsCustomization() { // Unregister settings panel listeners if (FAssetRegistryModule* AssetRegistryModule = FModuleManager::GetModulePtr("AssetRegistry")) { IAssetRegistry* AssetRegistry = AssetRegistryModule->TryGet(); if (AssetRegistry) { AssetRegistry->OnAssetAdded().RemoveAll(this); AssetRegistry->OnAssetRemoved().RemoveAll(this); AssetRegistry->OnAssetRenamed().RemoveAll(this); } } CachedDetailBuilder = nullptr; } void FEnhancedInputDeveloperSettingsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) { // Note: The details view for the UEnhancedInputDeveloperSettings object will be on by default // This 'EditCategory' call will ensure that the developer settings are displayed on top of the trigger/modifier default values DetailBuilder.EditCategory(UEnhancedInputDeveloperSettings::StaticClass()->GetFName(), FText::GetEmpty(), ECategoryPriority::Important); static const FName TriggerCategoryName = TEXT("Trigger Default Values"); static const FName ModifierCategoryName = TEXT("Modifier Default Values"); FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked(FName("AssetRegistry")); IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); TArray ModifierCDOs; TArray TriggerCDOs; // Search BPs via asset registry { FARFilter Filter; Filter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName()); Filter.bRecursiveClasses = true; TArray BlueprintAssetData; AssetRegistry.GetAssets(Filter, BlueprintAssetData); FName NativeParentClass(TEXT("NativeParentClass")); for (FAssetData& Asset : BlueprintAssetData) { FAssetDataTagMapSharedView::FFindTagResult Result = Asset.TagsAndValues.FindTag(NativeParentClass); if (Result.IsSet() && !ExcludedAssetNames.Contains(Asset.AssetName)) { const FString ClassObjectPath = FPackageName::ExportTextPathToObjectPath(Result.GetValue()); if (UClass* ParentClass = FindObjectSafe(nullptr, *ClassObjectPath, true)) { // TODO: Forcibly loading these assets could cause problems on projects with a large number of them. if(ParentClass->IsChildOf(UInputModifier::StaticClass())) { UBlueprint* BP = CastChecked(Asset.GetAsset()); ModifierCDOs.AddUnique(BP->GeneratedClass->GetDefaultObject()); } if (ParentClass->IsChildOf(UInputTrigger::StaticClass())) { UBlueprint* BP = CastChecked(Asset.GetAsset()); TriggerCDOs.AddUnique(BP->GeneratedClass->GetDefaultObject()); } } } } } GatherNativeClassDetailsCDOs(UInputModifier::StaticClass(), ModifierCDOs); GatherNativeClassDetailsCDOs(UInputTrigger::StaticClass(), TriggerCDOs); ExcludedAssetNames.Reset(); // Add The modifier/trigger defaults that are generated via CDO to the details builder CustomizeCDOValues(DetailBuilder, ModifierCategoryName, ModifierCDOs); CustomizeCDOValues(DetailBuilder, TriggerCategoryName, TriggerCDOs); // Support for updating blueprint based triggers and modifiers in the settings panel if (!AssetRegistry.OnAssetAdded().IsBoundToObject(this)) { AssetRegistry.OnAssetAdded().AddRaw(this, &FEnhancedInputDeveloperSettingsCustomization::OnAssetAdded); AssetRegistry.OnAssetRemoved().AddRaw(this, &FEnhancedInputDeveloperSettingsCustomization::OnAssetRemoved); AssetRegistry.OnAssetRenamed().AddRaw(this, &FEnhancedInputDeveloperSettingsCustomization::OnAssetRenamed); } } void FEnhancedInputDeveloperSettingsCustomization::CustomizeCDOValues(IDetailLayoutBuilder& DetailBuilder, const FName CategoryName, const TArray& ObjectsToCustomize) { IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(CategoryName); // All of the Objects in this array are the CDO, i.e. the class name starts with "Default__" for (UObject* CDO : ObjectsToCustomize) { if (!ensure(CDO && CDO->IsTemplate())) { continue; } // Add the CDO as an external object reference to this customization IDetailPropertyRow* Row = CategoryBuilder.AddExternalObjects({ CDO }, EPropertyLocation::Default, FAddPropertyParams().UniqueId(CDO->GetClass()->GetFName())); if (Row) { // We need to add a custom "Name" widget here, otherwise all the categories will just say "Object" Row->CustomWidget() .NameContent() [ SNew(STextBlock) .Text(CDO->GetClass()->GetDisplayNameText()) ]; } } } void FEnhancedInputDeveloperSettingsCustomization::CustomizeDetails(const TSharedPtr& DetailBuilder) { CachedDetailBuilder = DetailBuilder; CustomizeDetails(*DetailBuilder); } void FEnhancedInputDeveloperSettingsCustomization::GatherNativeClassDetailsCDOs(UClass* Class, TArray& CDOs) { // Search native classes for (TObjectIterator ClassIt; ClassIt; ++ClassIt) { if (!ClassIt->IsNative() || !ClassIt->IsChildOf(Class)) { continue; } // Ignore abstract, hidedropdown, and deprecated. if (ClassIt->HasAnyClassFlags(CLASS_Abstract | CLASS_HideDropDown | CLASS_Deprecated | CLASS_NewerVersionExists)) { continue; } CDOs.AddUnique(ClassIt->GetDefaultObject()); } // Strip objects with no config stored properties CDOs.RemoveAll([Class](UObject* Object) { UClass* ObjectClass = Object->GetClass(); if (ObjectClass->GetMetaData(TEXT("NotInputConfigurable")).ToBool()) { return true; } while (ObjectClass) { for (FProperty* Property : TFieldRange(ObjectClass, EFieldIteratorFlags::ExcludeSuper, EFieldIteratorFlags::ExcludeDeprecated)) { if (Property->HasAnyPropertyFlags(CPF_Config)) { return false; } } // Stop searching at the base type. We don't care about configurable properties lower than that. ObjectClass = ObjectClass != Class ? ObjectClass->GetSuperClass() : nullptr; } return true; }); } bool FEnhancedInputDeveloperSettingsCustomization::DoesClassHaveSubtypes(UClass* Class) { // Search native classes for (TObjectIterator ClassIt; ClassIt; ++ClassIt) { // Make sure it's a native class and a child of Class passed in if (ClassIt->IsNative() && ClassIt->IsChildOf(Class)) { // Make sure it doesn't have any flags that would disqualify it from being used if (!ClassIt->HasAnyClassFlags(CLASS_Abstract | CLASS_HideDropDown | CLASS_Deprecated | CLASS_NewerVersionExists)) { UObject* CDO = ClassIt->GetDefaultObject(); // Make Sure it isn't the Class itself if (CDO && CDO->GetClass() != Class) { return true; } } } } // Search BPs via asset registry FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked(FName("AssetRegistry")); IAssetRegistry& AssetRegistry = AssetRegistryModule.Get(); FARFilter Filter; Filter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName()); Filter.bRecursiveClasses = true; TArray BlueprintAssetData; AssetRegistry.GetAssets(Filter, BlueprintAssetData); for (FAssetData& Asset : BlueprintAssetData) { FAssetDataTagMapSharedView::FFindTagResult Result = Asset.TagsAndValues.FindTag(TEXT("NativeParentClass")); if (Result.IsSet() && !ExcludedAssetNames.Contains(Asset.AssetName)) { const FString ClassObjectPath = FPackageName::ExportTextPathToObjectPath(Result.GetValue()); if (UClass* ParentClass = FindObjectSafe(nullptr, *ClassObjectPath, true)) { if (ParentClass->IsChildOf(Class)) { return true; } } } } return false; } void FEnhancedInputDeveloperSettingsCustomization::RebuildDetailsViewForAsset(const FAssetData& AssetData, const bool bIsAssetBeingRemoved) { LLM_SCOPE_BYNAME(TEXT("EnhancedInput/Editor")); // If the asset was a blueprint... if (AssetData.AssetClassPath == UBlueprint::StaticClass()->GetClassPathName()) { // With a native parent class... FAssetDataTagMapSharedView::FFindTagResult Result = AssetData.TagsAndValues.FindTag(FBlueprintTags::NativeParentClassPath); if (Result.IsSet()) { // And the base class is UInputModifier or UInputTrigger, then we should rebuild the details const FString ClassObjectPath = FPackageName::ExportTextPathToObjectPath(Result.GetValue()); if (UClass* ParentClass = FindObjectSafe(nullptr, *ClassObjectPath, true)) { if (ParentClass == UInputModifier::StaticClass() || ParentClass == UInputTrigger::StaticClass()) { if (bIsAssetBeingRemoved) { ExcludedAssetNames.Add(AssetData.AssetName); } if (IDetailLayoutBuilder* DetailBuilder = CachedDetailBuilder.Pin().Get()) { DetailBuilder->ForceRefreshDetails(); } } } } } } ///////////////////////////////////////////////////////////////// // FPlayerMappableKeyChildSettingsCustomization namespace UE::EnhancedInput { /** Flag to enable or disable name validation in the editor for UPlayerMappableKeySettings assets */ static bool bEnableNameValidation = true; static FAutoConsoleVariableRef CVarEnableNameValidation( TEXT("EnhancedInput.bEnableNameValidation"), bEnableNameValidation, TEXT("Flag to enable or disable name validation in the editor for UPlayerMappableKeySettings assets"), ECVF_Default); } TSharedRef FPlayerMappableKeyChildSettingsCustomization::MakeInstance() { return MakeShareable(new FPlayerMappableKeyChildSettingsCustomization()); } void FPlayerMappableKeyChildSettingsCustomization::CustomizeHeader(TSharedRef PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils) { SettingsPropHandle = PropertyHandle; UPlayerMappableKeySettings* Settings = GetSettingsObject(); HeaderRow.NameContent() [ PropertyHandle->CreatePropertyNameWidget() ]; HeaderRow.ValueContent() [ PropertyHandle->CreatePropertyValueWidget() ]; } void FPlayerMappableKeyChildSettingsCustomization::CustomizeChildren(TSharedRef PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils) { // Customize the name handle to have some validation on what users can type in static const FName MappingPropertyHandleName = GET_MEMBER_NAME_CHECKED(UPlayerMappableKeySettings, Name); uint32 NumChildren = 0; TSharedPtr SettingsHandle; TSharedPtr TempHandle = PropertyHandle->GetChildHandle(0); if (TempHandle.IsValid()) { TempHandle->GetNumChildren(NumChildren); // For instanced properties there can be multiple layers of "children" until we get to the ones // that we care about. Iterate all the children until we find one with more then one // child, or we run out of children. while (!SettingsHandle.IsValid() || !TempHandle.IsValid()) { TempHandle->GetNumChildren(NumChildren); if (NumChildren > 1) { SettingsHandle = TempHandle; } else { TempHandle = TempHandle->GetChildHandle(0); } } } if (!SettingsHandle.IsValid()) { return; } for (uint32 ChildIndex = 0; ChildIndex < NumChildren; ++ChildIndex) { TSharedPtr ChildHandle = SettingsHandle->GetChildHandle(ChildIndex); if (!ChildHandle.IsValid()) { continue; } const FName PropertyName = ChildHandle->GetProperty()->GetFName(); // Add a customization to handle name validation on the mappable name if it's enabled if (PropertyName == MappingPropertyHandleName && UE::EnhancedInput::bEnableNameValidation) { MappingNamePropHandle = ChildHandle; IDetailPropertyRow& NameRow = ChildBuilder.AddProperty(MappingNamePropHandle.ToSharedRef()); NameRow.CustomWidget() .NameContent() [ MappingNamePropHandle->CreatePropertyNameWidget() ] .ValueContent() [ SNew(SEditableTextBox) .Text(this, &FPlayerMappableKeyChildSettingsCustomization::OnGetMappingNameText) .OnTextCommitted(this, &FPlayerMappableKeyChildSettingsCustomization::OnMappingNameTextCommited) .ToolTipText(this, &FPlayerMappableKeyChildSettingsCustomization::OnGetMappingNameToolTipText) .OnVerifyTextChanged(this, &FPlayerMappableKeyChildSettingsCustomization::OnVerifyMappingName) .Font(IDetailLayoutBuilder::GetDetailFont()) ]; } else { ChildBuilder.AddProperty(ChildHandle.ToSharedRef()); } } } FName FPlayerMappableKeyChildSettingsCustomization::GetCurrentName() const { if (UPlayerMappableKeySettings* Settings = GetSettingsObject()) { return Settings->Name; } ensure(false); return NAME_None; } UPlayerMappableKeySettings* FPlayerMappableKeyChildSettingsCustomization::GetSettingsObject() const { if (SettingsPropHandle.IsValid()) { UObject* SettingsObject = nullptr; SettingsPropHandle->GetValue(SettingsObject); return Cast(SettingsObject); } return nullptr; } FText FPlayerMappableKeyChildSettingsCustomization::OnGetMappingNameText() const { // this is the value in the actual text box if (UPlayerMappableKeySettings* Settings = GetSettingsObject()) { return FText::FromName(Settings->Name); } return FText::FromName(NAME_None); } FText FPlayerMappableKeyChildSettingsCustomization::OnGetMappingNameToolTipText() const { static const FText Tooltip = LOCTEXT("MappingNameToolTip", "This mapping name will be the key that is used to save player mapping data for this action. It can be overriden by individual mappings, or specified by the Input Action. These names need to be unique for each player mapping you wish to save."); return Tooltip; } void FPlayerMappableKeyChildSettingsCustomization::OnMappingNameTextCommited(const FText& NewText, ETextCommit::Type InTextCommit) { // set the actual property value on the settings object if (InTextCommit == ETextCommit::OnEnter || InTextCommit == ETextCommit::OnUserMovedFocus) { MappingNamePropHandle->SetValue(NewText.ToString()); } } bool FPlayerMappableKeyChildSettingsCustomization::OnVerifyMappingName(const FText& InNewText, FText& OutErrorMessage) { UPlayerMappableKeySettings* Settings = GetSettingsObject(); const FName CurrentName = Settings ? Settings->Name : NAME_None; // Validate that the new name can be used FEnhancedInputPlayerMappableNameValidator NameValidator(CurrentName); EValidatorResult Result = NameValidator.IsValid(InNewText.ToString(), false); OutErrorMessage = FEnhancedInputPlayerMappableNameValidator::GetErrorText(InNewText.ToString(), Result); return Result == EValidatorResult::Ok || Result == EValidatorResult::ExistingName; } #undef LOCTEXT_NAMESPACE