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

#pragma once

#include "UserSettings/EnhancedInputUserSettings.h"
#include "PlayerMappableKeySettings.h"

#include "LyraInputUserSettings.generated.h"

#define UE_API LYRAGAME_API

/** 

 * Custom settings class for any input related settings for the Lyra game.

 * This will be serialized out at the same time as the Lyra Shared Settings and is

 * compatible with cloud saves through by calling the "Serialize" function.

 */
UCLASS(MinimalAPI)
class ULyraInputUserSettings : public UEnhancedInputUserSettings
{
	GENERATED_BODY()
public:
	//~ Begin UEnhancedInputUserSettings interface
	UE_API virtual void ApplySettings() override;
	//~ End UEnhancedInputUserSettings interface

	// Add any additional Input Settings here!
	// Some ideas could be:
	// - "toggle vs. hold" to trigger in game actions
	// - aim sensitivity should go here
	// - etc

	// Make sure to mark your properties with the "SaveGame" metadata to have them serialize when saved
	//UPROPERTY(SaveGame, BlueprintReadWrite, Category="Enhanced Input|User Settings")
	// bool bSomeExampleProperty;
};

/**

 * Player Mappable Key settings are settings that are accessible per-action key mapping.

 * This is where you could place additional metadata that may be used by your settings UI,

 * input triggers, or other places where you want to know about a key setting.

 */
UCLASS(MinimalAPI)
class ULyraPlayerMappableKeySettings : public UPlayerMappableKeySettings
{
	GENERATED_BODY()
	
public:

	/** Returns the tooltip that should be displayed on the settings screen for this key */
	UE_API const FText& GetTooltipText() const;

protected:
	/** The tooltip that should be associated with this action when displayed on the settings screen */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Settings", meta=(AllowPrivateAccess=true))
	FText Tooltip = FText::GetEmpty();
};

#undef UE_API