ue-mcp 1.0.42 → 1.0.43
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package/dist/tool-counts.json
CHANGED
package/package.json
CHANGED
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@@ -6,6 +6,8 @@
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6
6
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#include "EnhancedInputComponent.h"
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7
7
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#include "EnhancedInputSubsystems.h"
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8
8
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#include "EnhancedPlayerInput.h"
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9
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+
#include "InputAction.h"
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10
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+
#include "UObject/UObjectIterator.h"
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9
11
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#include "GameFramework/PlayerController.h"
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10
12
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#include "GameFramework/Pawn.h"
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11
13
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#include "GameFramework/Character.h"
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@@ -197,15 +199,21 @@ namespace UEMCPPIE
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197
199
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}
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198
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}
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199
201
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200
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-
// IMC
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202
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+
// IMC-mapped actions: walk all loaded UInputAction assets and check
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203
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// which ones have active instance data in the player input. This
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204
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// catches actions polled via GetActionValue() without BindAction.
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201
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ULocalPlayer* LP = PC->GetLocalPlayer();
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202
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UEnhancedInputLocalPlayerSubsystem* Sub = LP ? LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>() : nullptr;
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203
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UEnhancedPlayerInput* PlayerInput = Sub ? Sub->GetPlayerInput() : nullptr;
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204
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if (PlayerInput)
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205
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{
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206
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-
for (
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210
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for (TObjectIterator<UInputAction> It; It; ++It)
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207
211
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{
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208
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-
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212
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+
const UInputAction* Action = *It;
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213
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if (Action && PlayerInput->FindActionInstanceData(Action))
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214
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{
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215
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TryAdd(Action);
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216
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}
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209
217
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}
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210
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}
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211
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}
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