More work on managing input events
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@@ -50,7 +50,7 @@ public:
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// Rebuild input component and switch input mode.
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void UpdateEventDispatch();
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// Handler for character mode hotkey presses.
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// Handler for GameOnly mode hotkey presses.
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void ForwardKeyEvent(FKey Key);
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// Walk up from a Slate widget to find the nearest UMG widget class name.
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@@ -65,9 +65,9 @@ public:
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UPROPERTY()
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FlxEventRequests EventRequests;
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// Input component for Character Mode: catches hotkeys only.
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// Input component for GameOnly mode: catches hotkeys only.
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UPROPERTY()
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UInputComponent *CharacterModeInput = nullptr;
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UInputComponent *HotkeyInputComponent = nullptr;
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// Current input mode.
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InputMode CurrentInputMode = InputMode::GameOnly;
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