Comments (2)
Hi lotsofbugs (pertinent username ;) ),
I have already fixed those issues on the latest release of the plugin. Have you updated it from the Epic Games Launcher?
from uinavigation.
These are the classes with erros:
UINavInputBox.h
`// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "UINavInputBox.generated.h"
#define DISPLAYERROR(Text) GEngine->AddOnScreenDebugMessage(-1, 10.f, FColor::Red, FString::Printf(TEXT("%s"), *(FString(TEXT("Error in ")).Append(GetName()).Append(TEXT(": ")).Append(Text))));
/**
- This class contains the logic for rebinding input keys to their respective actions
*/
UCLASS()
class UINAVIGATION_API UUINavInputBox : public UUserWidget
{
GENERATED_BODY()
protected:
TArray<FKey> Keys;
TArray<bool> bUsingKeyImage = { false, false, false };
bool ShouldRegisterKey(FKey NewKey, int Index) const;
bool UpdateKeyIconForKey(int Index);
FText GetKeyName(int Index);
void CheckKeyIcon(int Index);
public:
virtual void NativeConstruct() override;
void BuildKeyMappings();
void ResetKeyMappings();
void UpdateActionKey(FInputActionKeyMapping NewAction, int Index);
void RevertToActionText(int Index);
void NotifySelected(int Index);
bool ContainsKey(FKey CompareKey) const;
UPROPERTY(EditDefaultsOnly)
TSubclassOf<class UUINavInputComponent> InputButton_BP;
TArray<class UUINavInputComponent*> InputButtons;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UUINavInputComponent* InputButton1;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UUINavInputComponent* InputButton2;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UUINavInputComponent* InputButton3;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UTextBlock* ActionText;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UHorizontalBox* HorizontalBox;
class UUINavInputContainer* Container;
FString ActionName;
int InputsPerAction = 2;
};
`
UINavInputComponent.h
`// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "UINavComponent.h"
#include "UINavInputComponent.generated.h"
/**
*
*/
UCLASS()
class UINAVIGATION_API UUINavInputComponent : public UUINavComponent
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UImage* InputImage;
};
`
from uinavigation.
Related Issues (20)
- Fix UINavComponents sometimes not being registered correctly in the UINavWidget
- Fix right thumbstick blocking directional navigation HOT 1
- Rebound inputs not persisting HOT 1
- Fix UINavComponent removing NavText bindings
- Fix inconsistent navigation between DPad and Left Thumbstick
- IsUINavInputAction will return true when InputActions is null pointer. HOT 3
- Recursive call has no input parameters HOT 1
- Unused delegate type in UINavPCComponent HOT 1
- If-else-if not updated HOT 1
- Fix navigation breaking when disabling a UINavComponent in a scroll box
- Add support for scrolling with thumbstick
- Add OnNavigatedTo/From bindable events
- Fix using GoToWidget on Press
- Add InputContext list to UINavWidgets
- Fix rebinding inputs to/from select key
- Update UINavInputDisplay after inputs change
- Fix inconsistent button states when returning to parent widget
- Persist rebound inputs
- Add Input Action Name to Input Display
- Localization Gather Text not working when enabling UINavigation Plugin HOT 9
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from uinavigation.