5#include "CoreMinimal.h"
6#include "Engine/DataTable.h"
7#include "GameFramework/PlayerInput.h"
8#include "UObject/Object.h"
9#include "PixoVRInputAdapter.generated.h"
17 NONE = 0 UMETA(DisplayName =
"None"),
19 VIVE UMETA(DisplayName =
"HTC Vive"),
20 QUEST UMETA(DisplayName =
"Oculus Quest"),
21 FOCUS_PLUS UMETA(DisplayName =
"HTC Vive Focus Plus"),
23 LENOVO_VRX UMETA(DisplayName =
"Lenovo ThinkReality VRX"),
34 UPROPERTY(EditAnywhere, BlueprintReadWrite)
36 UPROPERTY(EditAnywhere, BlueprintReadWrite)
37 TArray<FInputAxisKeyMapping> InputKeys;
48 UPROPERTY(EditAnywhere, BlueprintReadWrite)
50 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =
"Action Mapping", DisplayName =
"Action Input Mapping")
52 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Axis Mapping")
66 void ResolveMappings(const UDataTable* MappingsTable);
70 void RemoveMappings() const;
Structure representing axis key data for different platforms.
EPlatform Platform
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray< FInputAxisKeyMapping > InputKeys
UPROPERTY(EditAnywhere, BlueprintReadWrite)