Files
UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputBlueprintNodes/Private/K2Node_InputDebugKeyEvent.cpp
ben hoffman f67d3f3d13 Move the enhanced input plugin out of Experimental and into the normal /Engine/Plugins folder.
#jira UE-144847
#rb trivial
#preflight 62228bcf2f7d78332e1c4548

[CL 19277106 by ben hoffman in ue5-main branch]
2022-03-04 17:59:01 -05:00

29 lines
932 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_InputDebugKeyEvent.h"
#include "InputDebugKeyDelegateBinding.h"
UK2Node_InputDebugKeyEvent::UK2Node_InputDebugKeyEvent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bInternalEvent = true;
}
UClass* UK2Node_InputDebugKeyEvent::GetDynamicBindingClass() const
{
return UInputDebugKeyDelegateBinding::StaticClass();
}
void UK2Node_InputDebugKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputDebugKeyDelegateBinding* InputKeyBindingObject = CastChecked<UInputDebugKeyDelegateBinding>(BindingObject);
FBlueprintInputDebugKeyDelegateBinding Binding;
Binding.InputChord = InputChord;
Binding.InputKeyEvent = InputKeyEvent;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.FunctionNameToBind = CustomFunctionName;
InputKeyBindingObject->InputDebugKeyDelegateBindings.Add(Binding);
}