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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputTouchEvent.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_InputTouchEvent.h"
#include "Engine/InputTouchDelegateBinding.h"
UK2Node_InputTouchEvent::UK2Node_InputTouchEvent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bConsumeInput = true;
bOverrideParentBinding = true;
bInternalEvent = true;
}
UClass* UK2Node_InputTouchEvent::GetDynamicBindingClass() const
{
return UInputTouchDelegateBinding::StaticClass();
}
void UK2Node_InputTouchEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputTouchDelegateBinding* InputTouchBindingObject = CastChecked<UInputTouchDelegateBinding>(BindingObject);
FBlueprintInputTouchDelegateBinding Binding;
Binding.InputKeyEvent = InputKeyEvent;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.bOverrideParentBinding = bOverrideParentBinding;
Binding.FunctionNameToBind = CustomFunctionName;
InputTouchBindingObject->InputTouchDelegateBindings.Add(Binding);
}