2019-12-26 15:33:43 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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2014-05-29 16:42:22 -04:00
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#include "K2Node_InputTouchEvent.h"
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2014-08-11 03:23:38 -04:00
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#include "Engine/InputTouchDelegateBinding.h"
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2014-03-14 14:13:41 -04:00
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2014-10-14 10:29:11 -04:00
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UK2Node_InputTouchEvent::UK2Node_InputTouchEvent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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2014-03-14 14:13:41 -04:00
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{
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bConsumeInput = true;
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bOverrideParentBinding = true;
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2014-04-02 18:09:23 -04:00
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bInternalEvent = true;
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2014-03-14 14:13:41 -04:00
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}
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UClass* UK2Node_InputTouchEvent::GetDynamicBindingClass() const
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{
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return UInputTouchDelegateBinding::StaticClass();
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}
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void UK2Node_InputTouchEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UInputTouchDelegateBinding* InputTouchBindingObject = CastChecked<UInputTouchDelegateBinding>(BindingObject);
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FBlueprintInputTouchDelegateBinding Binding;
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Binding.InputKeyEvent = InputKeyEvent;
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Binding.bConsumeInput = bConsumeInput;
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Binding.bExecuteWhenPaused = bExecuteWhenPaused;
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Binding.bOverrideParentBinding = bOverrideParentBinding;
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Binding.FunctionNameToBind = CustomFunctionName;
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InputTouchBindingObject->InputTouchDelegateBindings.Add(Binding);
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}
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