Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputActionEvent.cpp
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

42 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_InputActionEvent.h"
#include "Containers/Array.h"
#include "Engine/DynamicBlueprintBinding.h"
#include "Engine/InputActionDelegateBinding.h"
#include "HAL/PlatformCrt.h"
#include "Templates/Casts.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_InputActionEvent)
class UClass;
UK2Node_InputActionEvent::UK2Node_InputActionEvent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bConsumeInput = true;
bOverrideParentBinding = true;
bInternalEvent = true;
}
UClass* UK2Node_InputActionEvent::GetDynamicBindingClass() const
{
return UInputActionDelegateBinding::StaticClass();
}
void UK2Node_InputActionEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputActionDelegateBinding* InputActionBindingObject = CastChecked<UInputActionDelegateBinding>(BindingObject);
FBlueprintInputActionDelegateBinding Binding;
Binding.InputActionName = InputActionName;
Binding.InputKeyEvent = InputKeyEvent;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.bOverrideParentBinding = bOverrideParentBinding;
Binding.FunctionNameToBind = CustomFunctionName;
InputActionBindingObject->InputActionDelegateBindings.Add(Binding);
}