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Comments (2)

goncasmage1 avatar goncasmage1 commented on June 15, 2024 1

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.

lotsofbugs avatar lotsofbugs commented on June 15, 2024

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.

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