59 lines
2.2 KiB
C++
59 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/DeveloperSettings.h"
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#include "Engine/DeveloperSettingsBackedByCVars.h"
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#include "EnhancedInputEditorSettings.generated.h"
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struct FDefaultContextSetting;
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class UEnhancedPlayerInput;
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class UEnhancedInputEditorSubsystem;
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/** Settings for the Enhanced Input Editor Subsystem that are persistent between a project's users */
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UCLASS(config = Input, defaultconfig, meta = (DisplayName = "Enhanced Input (Editor Only)"))
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class UEnhancedInputEditorProjectSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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UEnhancedInputEditorProjectSettings(const FObjectInitializer& Initializer);
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/** The default player input class that the Enhanced Input Editor subsystem will use. */
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UPROPERTY(config, EditAnywhere, NoClear, Category = Default)
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TSoftClassPtr<UEnhancedPlayerInput> DefaultEditorInputClass;
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/** Array of any input mapping contexts that you want to always be applied to the Enhanced Input Editor Subsystem. */
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UPROPERTY(config, EditAnywhere, Category = Default)
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TArray<FDefaultContextSetting> DefaultMappingContexts;
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};
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/**
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* A collection of useful individual user settings when using the EnhancedInputEditorSubsystem.
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*/
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UCLASS(config=EditorPerProjectUserSettings, meta=(DisplayName="Enhanced Input Editor Settings"))
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class INPUTEDITOR_API UEnhancedInputEditorSettings : public UDeveloperSettingsBackedByCVars
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{
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GENERATED_BODY()
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public:
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UEnhancedInputEditorSettings();
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/**
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* If true then the Enhanced Input Editor subsystem will log all input that is being processed by it (keypresses, analog values, etc)
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* Note: This can produce A LOT of logs, so only use this if you are debugging something.
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*/
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UPROPERTY(config, EditAnywhere, Category = Logging)
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uint8 bLogAllInput : 1;
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/** If true, then the UEnhancedInputEditorSubsystem will be started when it is initalized */
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UPROPERTY(config, EditAnywhere, Category = Editor)
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uint8 bAutomaticallyStartConsumingInput : 1;
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/** A bitmask of what event pins are visible when you place an Input Action event node in blueprints. */
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UPROPERTY(config, EditAnywhere, Category = Blueprints, meta = (Bitmask, BitmaskEnum = "/Script/EnhancedInput.ETriggerEvent"))
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uint8 VisibleEventPinsByDefault;
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};
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