// Copyright Epic Games, Inc. All Rights Reserved. #include "LyraInputConfig.h" #include "LyraLogChannels.h" #include "InputMappingContext.h" #include "Settings/LyraSettingsLocal.h" #include "Player/LyraLocalPlayer.h" ULyraInputConfig::ULyraInputConfig(const FObjectInitializer& ObjectInitializer) { } const UInputAction* ULyraInputConfig::FindNativeInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound) const { for (const FLyraInputAction& Action : NativeInputActions) { if (Action.InputAction && (Action.InputTag == InputTag)) { return Action.InputAction; } } if (bLogNotFound) { UE_LOG(LogLyra, Error, TEXT("Can't find NativeInputAction for InputTag [%s] on InputConfig [%s]."), *InputTag.ToString(), *GetNameSafe(this)); } return nullptr; } const UInputAction* ULyraInputConfig::FindAbilityInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound) const { for (const FLyraInputAction& Action : AbilityInputActions) { if (Action.InputAction && (Action.InputTag == InputTag)) { return Action.InputAction; } } if (bLogNotFound) { UE_LOG(LogLyra, Error, TEXT("Can't find AbilityInputAction for InputTag [%s] on InputConfig [%s]."), *InputTag.ToString(), *GetNameSafe(this)); } return nullptr; }