Initialize input buffer structs properly

This commit is contained in:
Kevin Poretti 2023-07-21 20:35:23 -04:00
parent d7245957df
commit afc34be554

View File

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