Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisKeyEvent.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

79 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BlueprintNodeSignature.h"
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "HAL/Platform.h"
#include "InputCoreTypes.h"
#include "Internationalization/Text.h"
#include "K2Node_Event.h"
#include "Textures/SlateIcon.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_InputAxisKeyEvent.generated.h"
#define UE_API BLUEPRINTGRAPH_API
class FArchive;
class FBlueprintActionDatabaseRegistrar;
class UClass;
class UDynamicBlueprintBinding;
class UEdGraph;
class UObject;
struct FLinearColor;
UCLASS(MinimalAPI)
class UK2Node_InputAxisKeyEvent : public UK2Node_Event
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FKey AxisKey;
// Prevents actors with lower priority from handling this input
UPROPERTY(EditAnywhere, Category = "Input")
uint32 bConsumeInput : 1;
// Should the binding execute even when the game is paused
UPROPERTY(EditAnywhere, Category = "Input")
uint32 bExecuteWhenPaused : 1;
// Should any bindings to this event in parent classes be removed
UPROPERTY(EditAnywhere, Category = "Input")
uint32 bOverrideParentBinding : 1;
//~ Begin UObject Interface
UE_API virtual void Serialize(FArchive& Ar) override;
//~ End UObject Interface
//~ Begin EdGraphNode Interface
UE_API virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
UE_API virtual FText GetTooltipText() const override;
UE_API virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
UE_API virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
//~ End EdGraphNode Interface
//~ Begin UK2Node Interface
UE_API virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual bool ShouldShowNodeProperties() const override{ return true; }
UE_API virtual UClass* GetDynamicBindingClass() const override;
UE_API virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
UE_API virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
UE_API virtual FText GetMenuCategory() const override;
UE_API virtual FBlueprintNodeSignature GetSignature() const override;
UE_API virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
//~ End UK2Node Interface
UE_API void Initialize(const FKey AxisKey);
private:
/** Constructing FText strings can be costly, so we cache the node's tooltip */
FNodeTextCache CachedTooltip;
};
#undef UE_API