// Fill out your copyright notice in the Description page of Project Settings. #include "FallenNavigationConfig.h" FFallenNavigationConfig::FFallenNavigationConfig() { KeyEventRules.Reset(); KeyEventRules.Emplace(EKeys::Left, EUINavigation::Left); KeyEventRules.Emplace(EKeys::A, EUINavigation::Left); KeyEventRules.Emplace(EKeys::Gamepad_DPad_Left, EUINavigation::Left); KeyEventRules.Emplace(EKeys::Right, EUINavigation::Right); KeyEventRules.Emplace(EKeys::D, EUINavigation::Right); KeyEventRules.Emplace(EKeys::Gamepad_DPad_Right, EUINavigation::Right); KeyEventRules.Emplace(EKeys::Up, EUINavigation::Up); KeyEventRules.Emplace(EKeys::W, EUINavigation::Up); KeyEventRules.Emplace(EKeys::Gamepad_DPad_Up, EUINavigation::Up); KeyEventRules.Emplace(EKeys::Down, EUINavigation::Down); KeyEventRules.Emplace(EKeys::S, EUINavigation::Down); KeyEventRules.Emplace(EKeys::Gamepad_DPad_Down, EUINavigation::Down); KeyActionRules.Reset(); // By default, enter and gamepad accept are all counted as accept KeyActionRules.Emplace(EKeys::Enter, EUINavigationAction::Accept); KeyActionRules.Emplace(EKeys::Virtual_Accept, EUINavigationAction::Accept); // By default, escape and gamepad back count as leaving current scope KeyActionRules.Emplace(EKeys::Escape, EUINavigationAction::Back); KeyActionRules.Emplace(EKeys::Virtual_Back, EUINavigationAction::Back); }