// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Framework/Commands/InputChord.h" #include "K2Node_Event.h" #include "K2Node_InputDebugKeyEvent.generated.h" #define UE_API INPUTBLUEPRINTNODES_API enum EInputEvent : int; class UDynamicBlueprintBinding; UCLASS(MinimalAPI) class UK2Node_InputDebugKeyEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() UPROPERTY() FInputChord InputChord; UPROPERTY() TEnumAsByte InputKeyEvent; UPROPERTY() bool bExecuteWhenPaused = false; //~ Begin UK2Node Interface UE_API virtual UClass* GetDynamicBindingClass() const override; UE_API virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; //~ End UK2Node Interface }; #undef UE_API