Initialize input buffer structs properly
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@ -35,6 +35,14 @@ struct FFFInputState
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UPROPERTY(EditAnywhere, Meta = (Bitmask))
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int32 Buttons;
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int32 DisabledButtons;
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FFFInputState()
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: MoveAxes(FVector2D::ZeroVector)
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, LookAxes(FVector2D::ZeroVector)
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, Buttons(0)
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, DisabledButtons(0)
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{
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}
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};
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USTRUCT(BlueprintType)
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@ -49,6 +57,12 @@ struct FFFInputCondition
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// The button state required for condition to be valid i.e. pressed or released
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UPROPERTY(EditAnywhere)
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EFFButtonState RequiredButtonState;
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FFFInputCondition()
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: RequiredButtons(0)
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, RequiredButtonState(EFFButtonState::BTNS_Pressed)
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{
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}
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};
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USTRUCT(BlueprintType)
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@ -61,6 +75,11 @@ struct FFFInputSequence
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UPROPERTY(EditAnywhere)
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int32 MaxDuration;
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FFFInputSequence()
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: MaxDuration(0)
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{
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}
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};
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UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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