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38 lines
1.3 KiB
C++
38 lines
1.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node_CallFunction.h"
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#include "K2Node_GetInputAxisKeyValue.generated.h"
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UCLASS(MinimalAPI)
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class UK2Node_GetInputAxisKeyValue : public UK2Node_CallFunction
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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FKey InputAxisKey;
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// Prevents actors with lower priority from handling this input
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UPROPERTY(EditAnywhere, Category="Input")
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uint32 bConsumeInput:1;
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// Should the binding gather input even when the game is paused
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UPROPERTY(EditAnywhere, Category="Input")
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uint32 bExecuteWhenPaused:1;
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// Begin EdGraphNode interface
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virtual void AllocateDefaultPins() OVERRIDE;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
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virtual FString GetTooltip() const OVERRIDE;
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virtual FName GetPaletteIcon(FLinearColor& OutColor) const OVERRIDE;
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// End EdGraphNode interface
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// Begin UK2Node interface
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const OVERRIDE;
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virtual bool ShouldShowNodeProperties() const OVERRIDE { return true; }
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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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void Initialize(const FKey AxisKey);
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}; |