#include "FortGamepadInputOptions.h" void UFortGamepadInputOptions::SetControllerPlatform(const FString& InControllerPlatform) { } void UFortGamepadInputOptions::ResetCustomGamepadToDefault() { } bool UFortGamepadInputOptions::IsCustomGamepadConfig(const FString& ConfigName) const { return false; } bool UFortGamepadInputOptions::HasCustomGamepadBindingChanges() const { return false; } FString UFortGamepadInputOptions::GetControllerPlatform() const { return TEXT(""); } void UFortGamepadInputOptions::EnableAnalogCursor() { } void UFortGamepadInputOptions::DisableAnalogCursor() { } bool UFortGamepadInputOptions::AreAllImportantActionsBound(TArray& OutUnboundScreenLabels, const bool bRichText) { return false; } UFortGamepadInputOptions::UFortGamepadInputOptions() { }