FReply FSceneViewport::OnAnalogValueChanged(const FGeometry& MyGeometry, const FAnalogInputEvent& InAnalogInputEvent)
{
	// Start a new reply state
	CurrentReplyState = FReply::Handled();

	FKey Key = InAnalogInputEvent.GetKey();
	KeyStateMap.Add(Key, true);

	if (ViewportClient)
	{
		// Switch to the viewport clients world before processing input
		FScopedConditionalWorldSwitcher WorldSwitcher(ViewportClient);

		if (!ViewportClient->InputAxis(this, InAnalogInputEvent.GetUserIndex(), Key, Key == EKeys::Gamepad_RightY ? -InAnalogInputEvent.GetAnalogValue() : InAnalogInputEvent.GetAnalogValue(), FApp::GetDeltaTime(), 1, Key.IsGamepadKey()))
		{
			CurrentReplyState = FReply::Unhandled();
		}
	}

	return CurrentReplyState;
}
FReply FSceneViewport::OnKeyUp( const FGeometry& InGeometry, const FKeyEvent& InKeyEvent )
{
	// Start a new reply state
	CurrentReplyState = FReply::Handled(); 

	FKey Key = InKeyEvent.GetKey();
	KeyStateMap.Add( Key, false );
	
	if( ViewportClient && GetSizeXY() != FIntPoint::ZeroValue  )
	{
		// Switch to the viewport clients world before processing input
		FScopedConditionalWorldSwitcher WorldSwitcher( ViewportClient );

		if (!ViewportClient->InputKey(this, InKeyEvent.GetUserIndex(), Key, IE_Released, 1.0f, Key.IsGamepadKey()))
		{
			CurrentReplyState = FReply::Unhandled();
		}
	}

	return CurrentReplyState;
}
bool UKismetInputLibrary::Key_IsKeyboardKey(const FKey& Key)
{
	return Key.IsBindableInBlueprints() && (Key.IsGamepadKey() == false && Key.IsMouseButton() == false);
}
FReply FSceneViewport::OnKeyDown( const FGeometry& InGeometry, const FKeyEvent& InKeyEvent )
{
	// Start a new reply state
	CurrentReplyState = FReply::Handled(); 

	FKey Key = InKeyEvent.GetKey();
	KeyStateMap.Add( Key, true );

	//@todo Slate Viewports: FWindowsViewport checks for Alt+Enter or F11 and toggles fullscreen.  Unknown if fullscreen via this method will be needed for slate viewports. 
	if( ViewportClient && GetSizeXY() != FIntPoint::ZeroValue  )
	{
		// Switch to the viewport clients world before processing input
		FScopedConditionalWorldSwitcher WorldSwitcher( ViewportClient );

		if (!ViewportClient->InputKey(this, InKeyEvent.GetUserIndex(), Key, InKeyEvent.IsRepeat() ? IE_Repeat : IE_Pressed, 1.0f, Key.IsGamepadKey()))
		{
			CurrentReplyState = FReply::Unhandled();
		}
	}
	return CurrentReplyState;
}
bool UKismetInputLibrary::Key_IsGamepadKey(const FKey& Key)
{
	return Key.IsGamepadKey();
}