Forced input unlock has been removed for the moment, since it's not used nor is it strictly necessary.

This commit is contained in:
Jamie Greunbaum 2023-09-09 18:20:27 -04:00
parent 2e5aae7f67
commit 0c3b6fcf71
2 changed files with 0 additions and 6 deletions

View File

@ -101,8 +101,6 @@ void UInputBufferComponent::ActivateComboInput(const UComboInputAsset *ComboInpu
this->InputBufferHold = nullptr; this->InputBufferHold = nullptr;
} }
//this->GetWorld()->GetTimerManager().SetTimer(this->ForceUnlockTimerHandle, this, &UInputBufferComponent::ForceUnlockComboInputs, this->ForceUnlockTimerLength);
UE_LOG(LogInputBufferComponent, Verbose, TEXT("%s is active."), *ComboInput->ComboInputName.ToString()); UE_LOG(LogInputBufferComponent, Verbose, TEXT("%s is active."), *ComboInput->ComboInputName.ToString());
} }
else else

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@ -86,10 +86,6 @@ public:
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, meta=(UIMin="0.02", UIMax="0.25")) UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, meta=(UIMin="0.02", UIMax="0.25"))
float MultiPressTimerLength = 0.025f; float MultiPressTimerLength = 0.025f;
// Lenght of time before forcibly unlocking any locked combo inputs.
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, meta=(UIMin="1.0", UIMax="10.0"))
float ForceUnlockTimerLength = 5.0f;
DECLARE_DELEGATE_OneParam(FNewComboInput, const class UComboInputAsset*); DECLARE_DELEGATE_OneParam(FNewComboInput, const class UComboInputAsset*);
FNewComboInput NewComboInput; FNewComboInput NewComboInput;