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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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1.0 KiB
C++

// 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<const UInputAction> InputAction;
};
#undef UE_API