FReply FSceneViewport::OnTouchGesture( const FGeometry& MyGeometry, const FPointerEvent& GestureEvent ) { // Start a new reply state CurrentReplyState = FReply::Handled(); UpdateCachedMousePos( MyGeometry, GestureEvent ); UpdateCachedGeometry( MyGeometry ); if( ViewportClient ) { // Switch to the viewport clients world before processing input FScopedConditionalWorldSwitcher WorldSwitcher( ViewportClient ); FSlateApplication::Get().SetKeyboardFocus(ViewportWidget.Pin()); if( !ViewportClient->InputGesture( this, GestureEvent.GetGestureType(), GestureEvent.GetGestureDelta() ) ) { CurrentReplyState = FReply::Unhandled(); } } return CurrentReplyState; }
FVector2D UKismetInputLibrary::PointerEvent_GetGestureDelta(const FPointerEvent& Input) { return Input.GetGestureDelta(); }