#include "InputFunctionLibrary.h" void UInputFunctionLibrary::SetMouseSmoothingOn(bool smoothingOn) { } bool UInputFunctionLibrary::IsMouseSmoothingOn() { return false; } bool UInputFunctionLibrary::IsMouseEventAction(const FPointerEvent& MouseEvent, const FName& ActionName, bool IgnoreCustomBindings) { return false; } bool UInputFunctionLibrary::IsKeyEventActionAny(const FKeyEvent& KeyEvent, TArray ActionNames, bool IgnoreCustomBindings) { return false; } bool UInputFunctionLibrary::IsKeyEventAction(const FKeyEvent& KeyEvent, FName ActionName, bool IgnoreCustomBindings) { return false; } bool UInputFunctionLibrary::IsInputActionDown(const APlayerController* InPlayerController, FName InActionName) { return false; } bool UInputFunctionLibrary::IsAxisMappedToDirectional(FName InActionName, FKey Key, int32 Direction, bool IgnoreCustomBindings) { return false; } bool UInputFunctionLibrary::IsAnyInputActionDown(const APlayerController* InPlayerController, const TArray& InActionNames) { return false; } bool UInputFunctionLibrary::IsActionMappedTo(FName InActionName, FKey Key, bool IgnoreCustomBindings) { return false; } bool UInputFunctionLibrary::GetAxisMapping(FName InActionName, int32 Axis, bool InGamepadKeys, FInputAxisKeyMapping& OutResult) { return false; } bool UInputFunctionLibrary::GetActionMapping(FName InActionName, bool InGamepadKeys, FInputActionKeyMapping& OutResult) { return false; } bool UInputFunctionLibrary::FindInputDisplay(const APlayerController* PlayerController, FName InputName, EFSDInputSource InputSource, int32 LayoutIndex, FInputDisplay& OutInputDisplay) { return false; } UTexture2D* UInputFunctionLibrary::FindActionIcon(FName InActionName, bool InGamepadKeys) { return NULL; } UInputFunctionLibrary::UInputFunctionLibrary() { }