#pragma once #include "CoreMinimal.h" #include "InputTriggers.h" #include "KeyTrigger.generated.h" UCLASS() class PROJECTT_API UKeyTrigger : public UInputTrigger { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = InputTrigger) TArray AdditionalKeys; protected: virtual ETriggerType GetTriggerType_Implementation() const override { return ETriggerType::Implicit;} virtual ETriggerState UpdateState_Implementation(const UEnhancedPlayerInput* PlayerInput, FInputActionValue ModifiedValue, float DeltaTime) override; };