Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h

48 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_Event.h"
#include "K2Node_InputAxisEvent.generated.h"
UCLASS(MinimalAPI)
class UK2Node_InputAxisEvent : public UK2Node_Event
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FName InputAxisName;
// 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 PostLoad() override;
// End UObject interface
// Begin EdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FString GetTooltip() 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(TArray<UBlueprintNodeSpawner*>& ActionListOut) const override;
virtual FText GetMenuCategory() const override;
// End UK2Node interface
void Initialize(const FName AxisName);
};