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// Copyright Epic Games, Inc. All Rights Reserved.

#include "LyraInputComponent.h"

#include "EnhancedInputSubsystems.h"
#include "Player/LyraLocalPlayer.h"
#include "Settings/LyraSettingsLocal.h"

#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraInputComponent)

class ULyraInputConfig;

ULyraInputComponent::ULyraInputComponent(const FObjectInitializer& ObjectInitializer)
{
}

void ULyraInputComponent::AddInputMappings(const ULyraInputConfig* InputConfig, UEnhancedInputLocalPlayerSubsystem* InputSubsystem) const

{
	check(InputConfig);
	check(InputSubsystem);

	// Here you can handle any custom logic to add something from your input config if required
}

void ULyraInputComponent::RemoveInputMappings(const ULyraInputConfig* InputConfig, UEnhancedInputLocalPlayerSubsystem* InputSubsystem) const

{
	check(InputConfig);
	check(InputSubsystem);

	// Here you can handle any custom logic to remove input mappings that you may have added above
}

void ULyraInputComponent::RemoveBinds(TArray<uint32>& BindHandles)

{
	for (uint32 Handle : BindHandles)
	{
		RemoveBindingByHandle(Handle);
	}
	BindHandles.Reset();
}