Locking inputs now happens without being tied to lists in combo input assets.

This commit is contained in:
Jamie Greunbaum
2023-09-21 16:02:27 -04:00
parent b1ef780086
commit 74411baaea
3 changed files with 13 additions and 18 deletions
@@ -120,11 +120,4 @@ public:
// this combo input asset will simply represent that action.
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSet<const class UInputAction*> ActionGroup;
// Combo inputs that should be prevented from occurring during this
// action. These will be locked when the action is broadcast, and
// should be unlocked by the receiving actor by sending an unlock
// event.
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TSet<TObjectPtr<const class UComboInputAsset>> LockedComboInputs;
};