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| #pragma once
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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 UObject;
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| struct FFrame;
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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, BlueprintReadOnly)
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| TObjectPtr<const UInputAction> InputAction = nullptr;
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (Categories = "InputTag"))
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| FGameplayTag InputTag;
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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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| UFUNCTION(BlueprintCallable, Category = "Lyra|Pawn")
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| const UInputAction* FindNativeInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound = true) const;
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| UFUNCTION(BlueprintCallable, Category = "Lyra|Pawn")
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| const UInputAction* FindAbilityInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound = true) const;
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| public:
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| UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
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| TArray<FLyraInputAction> NativeInputActions;
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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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