5#include "CoreMinimal.h"
6#include "Engine/DataTable.h"
7#include "GameFramework/PlayerInput.h"
8#include "UObject/Object.h"
9#include "PixoVRInputAdapter.generated.h"
33 UPROPERTY(EditAnywhere, BlueprintReadWrite)
35 UPROPERTY(EditAnywhere, BlueprintReadWrite)
36 TArray<FInputAxisKeyMapping> InputKeys;
47 UPROPERTY(EditAnywhere, BlueprintReadWrite)
49 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Action Mapping",
DisplayName =
"Action Input Mapping")
51 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Axis Mapping")
65 void ResolveMappings(const UDataTable* MappingsTable);
69 void RemoveMappings() const;
Structure representing axis key data for different platforms.
EPlatform Platform
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray< FInputAxisKeyMapping > InputKeys
UPROPERTY(EditAnywhere, BlueprintReadWrite)