| // Copyright Epic Games, Inc. All Rights Reserved. | |
| 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(); | |
| } | |