// 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 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 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) uint8 bLogAllInput : 1; /** If true, then the UEnhancedInputEditorSubsystem will be started when it is initalized */ UPROPERTY(config, EditAnywhere, Category = Editor) 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; };