// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_EnhancedInputActionEvent.h" #include "EnhancedInputActionDelegateBinding.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_EnhancedInputActionEvent) UK2Node_EnhancedInputActionEvent::UK2Node_EnhancedInputActionEvent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bInternalEvent = true; TriggerEvent = ETriggerEvent::None; } UClass* UK2Node_EnhancedInputActionEvent::GetDynamicBindingClass() const { return UEnhancedInputActionDelegateBinding::StaticClass(); } void UK2Node_EnhancedInputActionEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UEnhancedInputActionDelegateBinding* InputActionBindingObject = CastChecked(BindingObject); FBlueprintEnhancedInputActionBinding Binding; Binding.InputAction = InputAction; Binding.TriggerEvent = TriggerEvent; Binding.FunctionNameToBind = CustomFunctionName; InputActionBindingObject->InputActionDelegateBindings.Add(Binding); }