Files
UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputBlueprintNodes/Private/K2Node_InputDebugKeyEvent.h
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

33 lines
783 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Engine/EngineBaseTypes.h"
#include "Framework/Commands/InputChord.h"
#include "K2Node_Event.h"
#include "K2Node_InputDebugKeyEvent.generated.h"
class UDynamicBlueprintBinding;
UCLASS()
class INPUTBLUEPRINTNODES_API UK2Node_InputDebugKeyEvent : public UK2Node_Event
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FInputChord InputChord;
UPROPERTY()
TEnumAsByte<EInputEvent> InputKeyEvent;
UPROPERTY()
bool bExecuteWhenPaused = false;
//~ Begin UK2Node Interface
virtual UClass* GetDynamicBindingClass() const override;
virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
//~ End UK2Node Interface
};