// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "BlueprintNodeSignature.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphNodeUtils.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node_Event.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_InputAxisEvent.generated.h" #define UE_API BLUEPRINTGRAPH_API class FArchive; class FBlueprintActionDatabaseRegistrar; class UClass; class UDynamicBlueprintBinding; class UEdGraph; class UObject; UCLASS(MinimalAPI) class UK2Node_InputAxisEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() UPROPERTY() FName InputAxisName; // Prevents actors with lower priority from handling this input UPROPERTY(EditAnywhere, Category="Input") uint32 bConsumeInput:1; // Should the binding execute even when the game is paused UPROPERTY(EditAnywhere, Category="Input") uint32 bExecuteWhenPaused:1; // Should any bindings to this event in parent classes be removed UPROPERTY(EditAnywhere, Category="Input") uint32 bOverrideParentBinding:1; //~ Begin UObject Interface UE_API virtual void PostLoad() override; UE_API virtual void Serialize(FArchive& Ar) override; //~ End UObject Interface //~ Begin EdGraphNode Interface UE_API virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; UE_API virtual FText GetTooltipText() const override; UE_API virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override; UE_API virtual bool IsDeprecated() const override; UE_API virtual bool HasDeprecatedReference() const override; UE_API virtual FEdGraphNodeDeprecationResponse GetDeprecationResponse(EEdGraphNodeDeprecationType DeprecationType) const override; //~ End EdGraphNode Interface //~ Begin UK2Node Interface UE_API virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; virtual bool ShouldShowNodeProperties() const override { return true; } UE_API virtual UClass* GetDynamicBindingClass() const override; UE_API virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; UE_API virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; UE_API virtual FText GetMenuCategory() const override; UE_API virtual FBlueprintNodeSignature GetSignature() const override; UE_API virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; //~ End UK2Node Interface UE_API void Initialize(const FName AxisName); private: /** Constructing FText strings can be costly, so we cache the node's title/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; }; #undef UE_API