Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputKeyEvent.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

34 lines
1.1 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#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);
}