| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UGameInstance; | |
| namespace GameViewportTags | |
| { | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_HardwareCursor, "Platform.Trait.Input.HardwareCursor"); | |
| } | |
| ULyraGameViewportClient::ULyraGameViewportClient() | |
| : Super(FObjectInitializer::Get()) | |
| { | |
| } | |
| void ULyraGameViewportClient::Init(struct FWorldContext& WorldContext, UGameInstance* OwningGameInstance, bool bCreateNewAudioDevice) | |
| { | |
| Super::Init(WorldContext, OwningGameInstance, bCreateNewAudioDevice); | |
| // We have software cursors set up in our project settings for console/mobile use, but on desktop we're fine with | |
| // the standard hardware cursors | |
| const bool UseHardwareCursor = ICommonUIModule::GetSettings().GetPlatformTraits().HasTag(GameViewportTags::TAG_Platform_Trait_Input_HardwareCursor); | |
| SetUseSoftwareCursorWidgets(!UseHardwareCursor); | |
| } | |