// Copyright Echo Devgroup #pragma once #include "CoreMinimal.h" #include "GameplayTagContainer.h" #include "Engine/DataAsset.h" #include "AuraInputConfig.generated.h" USTRUCT(BlueprintType) struct FAuraInputAction { GENERATED_BODY() UPROPERTY(EditDefaultsOnly) const class UInputAction* InputAction = nullptr; UPROPERTY(EditDefaultsOnly) FGameplayTag InputTag = FGameplayTag(); }; /** * */ UCLASS() class AURA_API UAuraInputConfig : public UDataAsset { GENERATED_BODY() public: const UInputAction* FindAbilityInputActionForTag(const FGameplayTag& InputTag, bool bLogNotFound = false) const; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly) TArray AbilityInputActions; };