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Add the option to flush keys on changing input mode on menu stack
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@ -95,6 +95,11 @@ void UMenuStack::ApplyInputModeChange(EInputModeChange Change) const
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ApplyInputModeChange(PreviousInputMode);
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ApplyInputModeChange(PreviousInputMode);
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break;
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break;
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}
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}
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if (Change != EInputModeChange::DoNotChange && bFlushOnInputModeChange)
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{
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PC->FlushPressedKeys();
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}
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}
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}
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void UMenuStack::ApplyMousePointerVisibility(EMousePointerVisibilityChange Change) const
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void UMenuStack::ApplyMousePointerVisibility(EMousePointerVisibilityChange Change) const
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@ -80,6 +80,10 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Behavior")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Behavior")
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EInputModeChange InputModeSettingOnOpen = EInputModeChange::DoNotChange;
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EInputModeChange InputModeSettingOnOpen = EInputModeChange::DoNotChange;
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/// When changing input mode, whether to flush pressed keys so we start fresh
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Behavior")
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bool bFlushOnInputModeChange = false;
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/// How this stack should set the mouse pointer visibility when it opens (default no change)
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/// How this stack should set the mouse pointer visibility when it opens (default no change)
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Behavior")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Behavior")
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EMousePointerVisibilityChange MousePointerVisibilityOnOpen = EMousePointerVisibilityChange::DoNotChange;
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EMousePointerVisibilityChange MousePointerVisibilityOnOpen = EMousePointerVisibilityChange::DoNotChange;
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