#include "ProjectT/System/Core/Input/KeyTrigger.h" #include "EnhancedPlayerInput.h" ETriggerState UKeyTrigger::UpdateState_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue ModifiedValue, float DeltaTime) { ETriggerState ParentState = Super::UpdateState_Implementation(PlayerInput, ModifiedValue, DeltaTime); for (const FKey& Key : AdditionalKeys) { if (PlayerInput->IsPressed(Key) == false) return ETriggerState::Ongoing; } return ParentState; }