// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #pragma once #include "K2Node_CallFunction.h" #include "K2Node_GetInputAxisKeyValue.generated.h" UCLASS(MinimalAPI) class UK2Node_GetInputAxisKeyValue : public UK2Node_CallFunction { GENERATED_UCLASS_BODY() UPROPERTY() FKey InputAxisKey; // Prevents actors with lower priority from handling this input UPROPERTY(EditAnywhere, Category="Input") uint32 bConsumeInput:1; // Should the binding gather input even when the game is paused UPROPERTY(EditAnywhere, Category="Input") uint32 bExecuteWhenPaused:1; // Begin EdGraphNode interface virtual void AllocateDefaultPins() OVERRIDE; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE; virtual FString GetTooltip() const OVERRIDE; virtual FName GetPaletteIcon(FLinearColor& OutColor) 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; // End UK2Node interface void Initialize(const FKey AxisKey); };