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#jira UE-144847 #rb trivial #preflight 622bd51bcd605bd993dd19af #rnx [CL 19363291 by ben hoffman in ue5-main branch]
52 lines
1.7 KiB
C++
52 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_InputActionValueAccessor.h"
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#include "EnhancedInputActionDelegateBinding.h"
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#include "EnhancedInputLibrary.h"
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UK2Node_InputActionValueAccessor::UK2Node_InputActionValueAccessor(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UK2Node_InputActionValueAccessor::Initialize(const UInputAction* Action)
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{
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InputAction = Action;
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SetFromFunction(UEnhancedInputLibrary::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(UEnhancedInputLibrary, GetBoundActionValue)));
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}
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void UK2Node_InputActionValueAccessor::AllocateDefaultPins()
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{
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Super::AllocateDefaultPins();
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UEdGraphPin* InputActionPin = FindPinChecked(TEXT("Action"));
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InputActionPin->DefaultObject = const_cast<UInputAction*>(ToRawPtr(InputAction));
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}
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UClass* UK2Node_InputActionValueAccessor::GetDynamicBindingClass() const
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{
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return UEnhancedInputActionValueBinding::StaticClass();
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}
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void UK2Node_InputActionValueAccessor::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UEnhancedInputActionValueBinding* InputActionBindingObject = CastChecked<UEnhancedInputActionValueBinding>(BindingObject);
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FBlueprintEnhancedInputActionBinding Binding;
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Binding.InputAction = InputAction;
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Binding.FunctionNameToBind = GET_FUNCTION_NAME_CHECKED(UEnhancedInputLibrary, GetBoundActionValue);
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InputActionBindingObject->InputActionValueBindings.Add(Binding);
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}
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// TODO: Do we care about unique signatures per input action?
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//
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//FBlueprintNodeSignature UK2Node_InputActionValueAccessor::GetSignature() const
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//{
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// FBlueprintNodeSignature NodeSignature = Super::GetSignature();
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// NodeSignature.AddKeyValue(InputAction->GetFName().ToString());
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//
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// return NodeSignature;
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//}
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