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@@ -248,25 +248,6 @@ void AlxPlayerControllerBase::BuildInputStack(TArray<UInputComponent*>& InputSta
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}
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}
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static ElxInputMode DetectInputMode(const ULocalPlayer *LocalPlayer)
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{
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UInputDeviceSubsystem *IDS = GEngine->GetEngineSubsystem<UInputDeviceSubsystem>();
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if (!IDS) return ElxInputMode::KeyboardMouse;
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FHardwareDeviceIdentifier Device = IDS->GetMostRecentlyUsedHardwareDevice(LocalPlayer->GetPlatformUserId());
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if (Device.PrimaryDeviceType != EHardwareDevicePrimaryType::Gamepad)
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{
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return ElxInputMode::KeyboardMouse;
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}
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FString DeviceName = Device.HardwareDeviceIdentifier.ToString();
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if (DeviceName.Contains(TEXT("PS4")) || DeviceName.Contains(TEXT("PS5")) || DeviceName.Contains(TEXT("PlayStation")))
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{
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return ElxInputMode::PlayStationGamepad;
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}
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return ElxInputMode::XboxGamepad;
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}
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void AlxPlayerControllerBase::UpdateInputMode()
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{
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// Get all the various objects we need to be able to manipulate
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@@ -323,13 +304,6 @@ void AlxPlayerControllerBase::UpdateInputMode()
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GameViewportClient->SetIgnoreInput(false);
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ElxInputMode NewInputMode = DetectInputMode(LocalPlayer);
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if (NewInputMode != CurrentInputMode)
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{
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CurrentInputMode = NewInputMode;
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OnInputModeChanged.Broadcast(CurrentInputMode);
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}
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// We always put keyboard focus on whatever user widget is in
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// front. If the front widget doesn't want keyboard focus,
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// then we put keyboard focus on the viewport.
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@@ -346,11 +320,6 @@ void AlxPlayerControllerBase::UpdateInputMode()
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}
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}
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ElxInputMode AlxPlayerControllerBase::GetInputMode(const UObject *Context)
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{
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return FromContext(Context)->CurrentInputMode;
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}
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void AlxPlayerControllerBase::UpdateLookAt()
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{
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UlxTangibleManager *TM = GetGameInstance()->GetSubsystem<UlxTangibleManager>();
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