Files
2026-04-22 15:51:07 +02:00

42 lines
1.3 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "InputCoreTypes.h"
#include "EFortInputActionGroup.h"
#include "ESubGame.h"
#include "FortActionKeyMapping.generated.h"
USTRUCT(BlueprintType)
struct FORTNITEGAME_API FFortActionKeyMapping {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName ActionName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
EFortInputActionGroup ActionGroup;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
ESubGame SubGameUsedIn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText LocalizedCategory;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FText LocalizedName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FKey KeyBind1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FKey KeyBind2;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float InputScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bIsAxisMapping;
FFortActionKeyMapping();
};