Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputKeyEvent.cpp
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

33 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_InputKeyEvent.h"
#include "Engine/InputKeyDelegateBinding.h"
UK2Node_InputKeyEvent::UK2Node_InputKeyEvent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bConsumeInput = true;
bOverrideParentBinding = true;
bInternalEvent = true;
}
UClass* UK2Node_InputKeyEvent::GetDynamicBindingClass() const
{
return UInputKeyDelegateBinding::StaticClass();
}
void UK2Node_InputKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputKeyDelegateBinding* InputKeyBindingObject = CastChecked<UInputKeyDelegateBinding>(BindingObject);
FBlueprintInputKeyDelegateBinding Binding;
Binding.InputChord = InputChord;
Binding.InputKeyEvent = InputKeyEvent;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.bOverrideParentBinding = bOverrideParentBinding;
Binding.FunctionNameToBind = CustomFunctionName;
InputKeyBindingObject->InputKeyDelegateBindings.Add(Binding);
}