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