// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "K2Node_CallFunction.h" #include "K2Node_InputActionValueAccessor.generated.h" #define UE_API INPUTBLUEPRINTNODES_API class UInputAction; UCLASS(MinimalAPI) class UK2Node_InputActionValueAccessor : public UK2Node_CallFunction { GENERATED_UCLASS_BODY() public: //~ Begin EdGraphNode Interface UE_API virtual void AllocateDefaultPins() override; //~ End EdGraphNode Interface //~ Begin UK2Node Interface UE_API virtual UClass* GetDynamicBindingClass() const override; UE_API virtual void RegisterDynamicBinding(class UDynamicBlueprintBinding* BindingObject) const override; virtual bool IsNodePure() const override { return true; } //~ End UK2Node Interface UE_API void Initialize(const UInputAction* Action); protected: //~ Begin UK2Node_CallFunction interface virtual bool CanToggleNodePurity() const override { return false; } //~ End UK2Node_CallFunction interface private: UPROPERTY() TObjectPtr InputAction; }; #undef UE_API