#include <PlatformInputSymbols.h>
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static UTexture2D * | GetSymbolForInput (FName InputName, bool bGetGamepadOnly=false) |
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static UTexture2D * | LoadAsset (TSoftObjectPtr< UTexture2D > Asset) |
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◆ GetSymbolForInput()
UTexture2D * UPlatformInputSymbols::GetSymbolForInput |
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FName |
InputName, |
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bool |
bGetGamepadOnly = false |
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) |
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◆ LoadAsset()
UTexture2D * UPlatformInputSymbols::LoadAsset |
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TSoftObjectPtr< UTexture2D > |
Asset | ) |
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static |
◆ PCInputSymbolMap
TMap<FName, TSoftObjectPtr<UTexture2D> > UPlatformInputSymbols::PCInputSymbolMap |
◆ PS4InputSymbolMap
TMap<FName, TSoftObjectPtr<UTexture2D> > UPlatformInputSymbols::PS4InputSymbolMap |
◆ Singleton
◆ XB1InputSymbolMap
TMap<FName, TSoftObjectPtr<UTexture2D> > UPlatformInputSymbols::XB1InputSymbolMap |
The documentation for this class was generated from the following files: