Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

65 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "InputCoreTypes.h"
#include "Textures/SlateIcon.h"
#include "BlueprintNodeSignature.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_Event.h"
#include "K2Node_InputAxisKeyEvent.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UDynamicBlueprintBinding;
class UEdGraph;
UCLASS()
class BLUEPRINTGRAPH_API 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 UObject Interface
virtual void Serialize(FArchive& Ar) override;
//~ End UObject Interface
//~ Begin EdGraphNode Interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FSlateIcon GetIconAndTint(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(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual FBlueprintNodeSignature GetSignature() const override;
//~ End UK2Node Interface
void Initialize(const FKey AxisKey);
private:
/** Constructing FText strings can be costly, so we cache the node's tooltip */
FNodeTextCache CachedTooltip;
};