60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "GameplayTagContainer.h"
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#include "LyraInputConfig.generated.h"
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class UInputAction;
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class UInputMappingContext;
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class ULyraLocalPlayer;
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/**
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* FLyraInputAction
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*
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* Struct used to map a input action to a gameplay input tag.
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*/
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USTRUCT(BlueprintType)
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struct FLyraInputAction
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditDefaultsOnly)
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const UInputAction* InputAction = nullptr;
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UPROPERTY(EditDefaultsOnly, Meta = (Categories = "InputTag"))
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FGameplayTag InputTag;
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};
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/**
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* ULyraInputConfig
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*
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* Non-mutable data asset that contains input configuration properties.
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*/
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UCLASS(BlueprintType, Const)
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class ULyraInputConfig : public UDataAsset
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{
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GENERATED_BODY()
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public:
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ULyraInputConfig(const FObjectInitializer& ObjectInitializer);
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const UInputAction* FindNativeInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound = true) const;
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const UInputAction* FindAbilityInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound = true) const;
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public:
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// List of input actions used by the owner. These input actions are mapped to a gameplay tag and must be manually bound.
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
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TArray<FLyraInputAction> NativeInputActions;
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// 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.
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
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TArray<FLyraInputAction> AbilityInputActions;
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};
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