// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #pragma once #include "K2Node_Event.h" #include "K2Node_InputAxisKeyEvent.generated.h" UCLASS(MinimalAPI) class UK2Node_InputAxisKeyEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() UPROPERTY() FKey AxisKey; // Prevents actors with lower priority from handling this input UPROPERTY(EditAnywhere, Category = "Input") uint32 bConsumeInput : 1; // Should the binding execute even when the game is paused UPROPERTY(EditAnywhere, Category = "Input") uint32 bExecuteWhenPaused : 1; // Should any bindings to this event in parent classes be removed UPROPERTY(EditAnywhere, Category = "Input") uint32 bOverrideParentBinding : 1; // Begin EdGraphNode interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FString GetTooltip() const override; virtual FName GetPaletteIcon(FLinearColor& OutColor) const override; virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override; // End EdGraphNode interface // Begin UK2Node interface virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; virtual bool ShouldShowNodeProperties() const override{ return true; } virtual UClass* GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; virtual void GetMenuActions(TArray& ActionListOut) const override; virtual FText GetMenuCategory() const override; // End UK2Node interface void Initialize(const FKey AxisKey); };