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UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputBlueprintNodes/Private/K2Node_InputDebugKeyEvent.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_InputDebugKeyEvent.h"
#include "InputDebugKeyDelegateBinding.h"
UK2Node_InputDebugKeyEvent::UK2Node_InputDebugKeyEvent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bInternalEvent = true;
}
UClass* UK2Node_InputDebugKeyEvent::GetDynamicBindingClass() const
{
return UInputDebugKeyDelegateBinding::StaticClass();
}
void UK2Node_InputDebugKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputDebugKeyDelegateBinding* InputKeyBindingObject = CastChecked<UInputDebugKeyDelegateBinding>(BindingObject);
FBlueprintInputDebugKeyDelegateBinding Binding;
Binding.InputChord = InputChord;
Binding.InputKeyEvent = InputKeyEvent;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.FunctionNameToBind = CustomFunctionName;
InputKeyBindingObject->InputDebugKeyDelegateBindings.Add(Binding);
}