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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]
56 lines
1.9 KiB
C++
56 lines
1.9 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node_Event.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
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#include "K2Node_InputAxisEvent.generated.h"
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UCLASS(MinimalAPI)
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class UK2Node_InputAxisEvent : public UK2Node_Event
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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FName InputAxisName;
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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 execute 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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// Should any bindings to this event in parent classes be removed
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UPROPERTY(EditAnywhere, Category="Input")
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uint32 bOverrideParentBinding:1;
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// Begin UObject interface
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virtual void PostLoad() override;
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virtual void Serialize(FArchive& Ar) override;
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// End of UObject interface
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// Begin EdGraphNode interface
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) 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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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual FText GetMenuCategory() const override;
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virtual FBlueprintNodeSignature GetSignature() const override;
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// End UK2Node interface
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void Initialize(const FName AxisName);
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private:
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/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
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FNodeTextCache CachedTooltip;
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FNodeTextCache CachedNodeTitle;
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};
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