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