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
This commit is contained in:
Arnaud Jamin
2025-01-09 00:54:26 -05:00
parent 469aab67d3
commit cb98140f1d
13 changed files with 294 additions and 216 deletions
@@ -18,14 +18,14 @@ UCogSampleGameplayAbility::UCogSampleGameplayAbility()
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleGameplayAbility::PreActivate(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, FOnGameplayAbilityEnded::FDelegate* OnGameplayAbilityEndedDelegate, const FGameplayEventData* TriggerEventData)
{
COG_LOG_ABILITY(ELogVerbosity::Verbose, this, TEXT("PreActivate"));
COG_LOG_ABILITY(ELogVerbosity::Verbose, this, TEXT(""));
Super::PreActivate(Handle, ActorInfo, ActivationInfo, OnGameplayAbilityEndedDelegate, TriggerEventData);
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleGameplayAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData)
{
COG_LOG_ABILITY(ELogVerbosity::Verbose, this, TEXT("PredictionKey:%s"), *GetAbilitySystemComponentFromActorInfo_Checked()->ScopedPredictionKey.ToString());
COG_LOG_ABILITY(ELogVerbosity::Verbose, this, TEXT(""));
Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData);
}