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Various Input nodes fixes
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@@ -190,15 +190,31 @@ export default class ObjectEntity extends IEntity {
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static sequencerScriptingNameRegex = /\/Script\/SequencerScripting\.MovieSceneScripting(.+)Channel/
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static #keyName = {
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"A_AccentGrave": "à",
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"E_AccentGrave": "è",
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"E_AccentAigu": "é",
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"Add": "Num +",
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"C_Cedille": "ç",
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"Decimal": "Num .",
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"Divide": "Num /",
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"E_AccentAigu": "é",
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"E_AccentGrave": "è",
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"F1": "F1", // Otherwise F and number will be separated
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"F10": "F10",
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"F11": "F11",
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"F12": "F12",
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"F2": "F2",
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"F3": "F3",
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"F4": "F4",
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"F5": "F5",
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"F6": "F6",
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"F7": "F7",
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"F8": "F8",
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"F9": "F9",
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"Gamepad_Special_Left_X": "Touchpad Button X Axis",
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"Gamepad_Special_Left_Y": "Touchpad Button Y Axis",
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"Mouse2D": "Mouse XY 2D-Axis",
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"Multiply": "Num *",
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"Subtract": "Num -",
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"Section": "§",
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"C_Cedille": "ç",
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"Subtract": "Num -",
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"Tilde": "`",
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}
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static {
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@@ -514,10 +530,16 @@ export default class ObjectEntity extends IEntity {
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if (this.getClass() === Configuration.nodeType.macro) {
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return SVGIcon.macro
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}
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const hidValue = this.hasHIDAttribute()
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const hidValue = this.hasHIDAttribute()?.toString()
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if (hidValue) {
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if (hidValue.toString().includes("Mouse")) {
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if (hidValue.includes("Mouse")) {
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return SVGIcon.mouse
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} else if (hidValue.includes("Gamepad_Special")) {
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return SVGIcon.keyboard // This is called Touchpad in Unreal Engine
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} else if (hidValue.includes("Gamepad") || hidValue.includes("Steam")) {
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return SVGIcon.gamepad
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} else if (hidValue.includes("Touch")) {
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return SVGIcon.touchpad
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} else {
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return SVGIcon.keyboard
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}
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