// Copyright Epic Games, Inc. All Rights Reserved. #include "UI/LyraTouchRegion.h" #include "CommonHardwareVisibilityBorder.h" FReply ULyraTouchRegion::NativeOnTouchStarted(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) { bShouldSimulateInput = true; return Super::NativeOnTouchStarted(InGeometry, InGestureEvent); } FReply ULyraTouchRegion::NativeOnTouchMoved(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) { // Input our associatied key as long as the player is touching within our bounds //InputKeyValue(FVector::OneVector); bShouldSimulateInput = true; // Continuously trigger the input if we should return Super::NativeOnTouchMoved(InGeometry, InGestureEvent); } FReply ULyraTouchRegion::NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent) { bShouldSimulateInput = false; return Super::NativeOnTouchEnded(InGeometry, InGestureEvent); } void ULyraTouchRegion::NativeTick(const FGeometry& MyGeometry, float InDeltaTime) { Super::NativeTick(MyGeometry, InDeltaTime); if(bShouldSimulateInput) { InputKeyValue(FVector::OneVector); } }