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