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Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over. #codereview Robert.Manuszewski [CL 2481343 by Jaroslaw Palczynski in Main branch]
33 lines
717 B
C++
33 lines
717 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Components/InputComponent.h"
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#include "K2Node_Event.h"
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#include "K2Node_InputKeyEvent.generated.h"
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UCLASS(MinimalAPI)
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class UK2Node_InputKeyEvent : public UK2Node_Event
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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FInputChord InputChord;
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UPROPERTY()
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TEnumAsByte<EInputEvent> InputKeyEvent;
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UPROPERTY()
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uint32 bConsumeInput:1;
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UPROPERTY()
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uint32 bExecuteWhenPaused:1;
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UPROPERTY()
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uint32 bOverrideParentBinding:1;
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// Begin UK2Node interface
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virtual UClass* GetDynamicBindingClass() const override;
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virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
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// End UK2Node interface
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}; |