Locking inputs now happens without being tied to lists in combo input assets.
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@@ -120,11 +120,4 @@ public:
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// this combo input asset will simply represent that action.
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TSet<const class UInputAction*> ActionGroup;
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// Combo inputs that should be prevented from occurring during this
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// action. These will be locked when the action is broadcast, and
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// should be unlocked by the receiving actor by sending an unlock
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// event.
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TSet<TObjectPtr<const class UComboInputAsset>> LockedComboInputs;
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};
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