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CogInput: Improve CogWindow_Actions
- Remove the need of the Input DataAsset used to identify the input mapping context - Display the Input Contexts in priority order - Cleanup the UI
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@@ -18,14 +18,14 @@ UCogSampleGameplayAbility::UCogSampleGameplayAbility()
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleGameplayAbility::PreActivate(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, FOnGameplayAbilityEnded::FDelegate* OnGameplayAbilityEndedDelegate, const FGameplayEventData* TriggerEventData)
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{
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COG_LOG_ABILITY(ELogVerbosity::Verbose, this, TEXT("PreActivate"));
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COG_LOG_ABILITY(ELogVerbosity::Verbose, this, TEXT(""));
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Super::PreActivate(Handle, ActorInfo, ActivationInfo, OnGameplayAbilityEndedDelegate, TriggerEventData);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogSampleGameplayAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
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{
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COG_LOG_ABILITY(ELogVerbosity::Verbose, this, TEXT("PredictionKey:%s"), *GetAbilitySystemComponentFromActorInfo_Checked()->ScopedPredictionKey.ToString());
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COG_LOG_ABILITY(ELogVerbosity::Verbose, this, TEXT(""));
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Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData);
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}
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