Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
Jaroslaw Palczynski 28fc7695a0 Missing chages for 2481343.
Some P4V problem with backing out large changelist missed some files.

#codereview Robert.Manuszewski

[CL 2481366 by Jaroslaw Palczynski in Main branch]
2015-03-17 06:17:32 -04:00

54 lines
1.9 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_Event.h"
#include "K2Node_InputAxisKeyEvent.generated.h"
UCLASS(MinimalAPI)
class 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;
// UObject interface
virtual void Serialize(FArchive& Ar) override;
// End of UObject interface
// Begin EdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FName GetPaletteIcon(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;
};