bool UBomberManViewportClient::InputKey(FViewport * Viewport, int32 ControllerId, FKey Key, EInputEvent EventType, float AmountDepressed, bool bGamepad) { if (IgnoreInput() || bGamepad || Key.IsMouseButton()) { return Super::InputKey(Viewport, ControllerId, Key, EventType, AmountDepressed, bGamepad); } else { // Propagate keyboard events to all players UEngine* const Engine = GetOuterUEngine(); int32 const NumPlayers = Engine ? Engine->GetNumGamePlayers(this) : 0; bool bRetVal = false; for (int32 i = 0; i < NumPlayers; i++) { bRetVal = Super::InputKey(Viewport, i, Key, EventType, AmountDepressed, bGamepad) || bRetVal; } return bRetVal; } }
bool UBomberManViewportClient::InputAxis(FViewport* Viewport, int32 ControllerId, FKey Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad) { if (IgnoreInput() || bGamepad || Key.IsMouseButton()) { return Super::InputAxis(Viewport, ControllerId, Key, Delta, DeltaTime, NumSamples, bGamepad); } else { // Propagate axis events to all players UEngine* const Engine = GetOuterUEngine(); int32 const NumPlayers = Engine ? Engine->GetNumGamePlayers(this) : 0; bool bRetVal = false; for (int32 i = 0; i < NumPlayers; i++) { bRetVal = Super::InputAxis(Viewport, i, Key, Delta, DeltaTime, NumSamples, bGamepad) || bRetVal; } return bRetVal; } }
bool UKismetInputLibrary::Key_IsKeyboardKey(const FKey& Key) { return Key.IsBindableInBlueprints() && (Key.IsGamepadKey() == false && Key.IsMouseButton() == false); }
bool UKismetInputLibrary::Key_IsMouseButton(const FKey& Key) { return Key.IsMouseButton(); }