// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "K2Node_Event.h" #include "K2Node_EnhancedInputActionEvent.generated.h" class UInputAction; enum class ETriggerEvent : uint8; class UDynamicBlueprintBinding; UCLASS() class INPUTBLUEPRINTNODES_API UK2Node_EnhancedInputActionEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() UPROPERTY() TObjectPtr InputAction; UPROPERTY() ETriggerEvent TriggerEvent; //~ Begin UK2Node Interface virtual UClass* GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; //~ End UK2Node Interface };