Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputTouchEvent.cpp
Mikolaj Sieluzycki 4f40175cb6 Engine.h/EnginePrivate.h cleanup - delegate bindings.
[CL 2251079 by Mikolaj Sieluzycki in Main branch]
2014-08-11 03:23:38 -04:00

34 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_InputTouchEvent.h"
#include "CompilerResultsLog.h"
#include "Engine/InputTouchDelegateBinding.h"
UK2Node_InputTouchEvent::UK2Node_InputTouchEvent(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bConsumeInput = true;
bOverrideParentBinding = true;
bInternalEvent = true;
}
UClass* UK2Node_InputTouchEvent::GetDynamicBindingClass() const
{
return UInputTouchDelegateBinding::StaticClass();
}
void UK2Node_InputTouchEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputTouchDelegateBinding* InputTouchBindingObject = CastChecked<UInputTouchDelegateBinding>(BindingObject);
FBlueprintInputTouchDelegateBinding Binding;
Binding.InputKeyEvent = InputKeyEvent;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.bOverrideParentBinding = bOverrideParentBinding;
Binding.FunctionNameToBind = CustomFunctionName;
InputTouchBindingObject->InputTouchDelegateBindings.Add(Binding);
}