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