Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputTouchEvent.cpp
Thomas Sarkanen 8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00

32 lines
1.0 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "K2Node_InputTouchEvent.h"
#include "Engine/InputTouchDelegateBinding.h"
UK2Node_InputTouchEvent::UK2Node_InputTouchEvent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
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);
}