// Copyright Epic Games, Inc. All Rights Reserved. #include "LyraInputComponent.h" #include "EnhancedInputSubsystems.h" #include "Player/LyraLocalPlayer.h" #include "Settings/LyraSettingsLocal.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(LyraInputComponent) class ULyraInputConfig; ULyraInputComponent::ULyraInputComponent(const FObjectInitializer& ObjectInitializer) { } void ULyraInputComponent::AddInputMappings(const ULyraInputConfig* InputConfig, UEnhancedInputLocalPlayerSubsystem* InputSubsystem) const { check(InputConfig); check(InputSubsystem); // Here you can handle any custom logic to add something from your input config if required } void ULyraInputComponent::RemoveInputMappings(const ULyraInputConfig* InputConfig, UEnhancedInputLocalPlayerSubsystem* InputSubsystem) const { check(InputConfig); check(InputSubsystem); // Here you can handle any custom logic to remove input mappings that you may have added above } void ULyraInputComponent::RemoveBinds(TArray& BindHandles) { for (uint32 Handle : BindHandles) { RemoveBindingByHandle(Handle); } BindHandles.Reset(); }