Download LyraStarterGame/Source/LyraGame/Input/LyraInputConfig.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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1.84 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UInputAction; | |
| class UObject; | |
| struct FFrame; | |
| /** | |
| * FLyraInputAction | |
| * | |
| * Struct used to map a input action to a gameplay input tag. | |
| */ | |
| USTRUCT(BlueprintType) | |
| struct FLyraInputAction | |
| { | |
| GENERATED_BODY() | |
| public: | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) | |
| TObjectPtr<const UInputAction> InputAction = nullptr; | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (Categories = "InputTag")) | |
| FGameplayTag InputTag; | |
| }; | |
| /** | |
| * ULyraInputConfig | |
| * | |
| * Non-mutable data asset that contains input configuration properties. | |
| */ | |
| UCLASS(BlueprintType, Const) | |
| class ULyraInputConfig : public UDataAsset | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraInputConfig(const FObjectInitializer& ObjectInitializer); | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|Pawn") | |
| const UInputAction* FindNativeInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound = true) const; | |
| UFUNCTION(BlueprintCallable, Category = "Lyra|Pawn") | |
| const UInputAction* FindAbilityInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound = true) const; | |
| public: | |
| // List of input actions used by the owner. These input actions are mapped to a gameplay tag and must be manually bound. | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction")) | |
| TArray<FLyraInputAction> NativeInputActions; | |
| // List of input actions used by the owner. These input actions are mapped to a gameplay tag and are automatically bound to abilities with matching input tags. | |
| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction")) | |
| TArray<FLyraInputAction> AbilityInputActions; | |
| }; | |