DRG-Femboy-Voice/Source/FSD/Private/InputFunctionLibrary.cpp
2025-04-15 12:39:31 -07:00

56 lines
1.8 KiB
C++
Executable file

#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<FName> 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<FName>& 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() {
}