// Copyright Sam Bonifacio. All Rights Reserved. #include "UI/InputLabel.h" #include "InputMappingManager.h" UInputLabel::UInputLabel(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer), MappingGroup(-1), bUsePlayerKeyGroup(true) { } void UInputLabel::UpdateLabel_Implementation() { } void UInputLabel::NativeConstruct() { Super::NativeConstruct(); UInputMappingManager::Get()->OnMappingsChanged.AddUniqueDynamic(this, &UInputLabel::MappingsChanged); UpdateLabel(); } void UInputLabel::MappingsChanged(APlayerController* Player) { if (Player == GetOwningPlayer()) { UpdateLabel(); } }