Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputKeyEvent.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

43 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_InputKeyEvent.h"
#include "Containers/Array.h"
#include "Engine/DynamicBlueprintBinding.h"
#include "Engine/InputKeyDelegateBinding.h"
#include "HAL/PlatformCrt.h"
#include "Templates/Casts.h"
#include "UObject/NameTypes.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_InputKeyEvent)
class UClass;
UK2Node_InputKeyEvent::UK2Node_InputKeyEvent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bConsumeInput = true;
bOverrideParentBinding = true;
bInternalEvent = true;
}
UClass* UK2Node_InputKeyEvent::GetDynamicBindingClass() const
{
return UInputKeyDelegateBinding::StaticClass();
}
void UK2Node_InputKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputKeyDelegateBinding* InputKeyBindingObject = CastChecked<UInputKeyDelegateBinding>(BindingObject);
FBlueprintInputKeyDelegateBinding Binding;
Binding.InputChord = InputChord;
Binding.InputKeyEvent = InputKeyEvent;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.bOverrideParentBinding = bOverrideParentBinding;
Binding.FunctionNameToBind = CustomFunctionName;
InputKeyBindingObject->InputKeyDelegateBindings.Add(Binding);
}