// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_InputDebugKeyEvent.h" #include "InputDebugKeyDelegateBinding.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_InputDebugKeyEvent) UK2Node_InputDebugKeyEvent::UK2Node_InputDebugKeyEvent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bInternalEvent = true; } UClass* UK2Node_InputDebugKeyEvent::GetDynamicBindingClass() const { return UInputDebugKeyDelegateBinding::StaticClass(); } void UK2Node_InputDebugKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UInputDebugKeyDelegateBinding* InputKeyBindingObject = CastChecked(BindingObject); FBlueprintInputDebugKeyDelegateBinding Binding; Binding.InputChord = InputChord; Binding.InputKeyEvent = InputKeyEvent; Binding.bExecuteWhenPaused = bExecuteWhenPaused; Binding.FunctionNameToBind = CustomFunctionName; InputKeyBindingObject->InputDebugKeyDelegateBindings.Add(Binding); }