File size: 1,838 Bytes
7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Engine/DataAsset.h"
#include "GameplayTagContainer.h"
#include "LyraInputConfig.generated.h"
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;
};
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