Forced input unlock has been removed for the moment, since it's not used nor is it strictly necessary.
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@ -101,8 +101,6 @@ void UInputBufferComponent::ActivateComboInput(const UComboInputAsset *ComboInpu
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this->InputBufferHold = nullptr;
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}
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//this->GetWorld()->GetTimerManager().SetTimer(this->ForceUnlockTimerHandle, this, &UInputBufferComponent::ForceUnlockComboInputs, this->ForceUnlockTimerLength);
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UE_LOG(LogInputBufferComponent, Verbose, TEXT("%s is active."), *ComboInput->ComboInputName.ToString());
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}
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else
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@ -86,10 +86,6 @@ public:
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UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, meta=(UIMin="0.02", UIMax="0.25"))
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float MultiPressTimerLength = 0.025f;
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// Lenght of time before forcibly unlocking any locked combo inputs.
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UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, meta=(UIMin="1.0", UIMax="10.0"))
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float ForceUnlockTimerLength = 5.0f;
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DECLARE_DELEGATE_OneParam(FNewComboInput, const class UComboInputAsset*);
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FNewComboInput NewComboInput;
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