// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "InputCoreTypes.h" #include "Internationalization/Text.h" #include "K2Node_GetInputAxisKeyValue.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_GetInputVectorAxisValue.generated.h" class FBlueprintActionDatabaseRegistrar; class UClass; class UDynamicBlueprintBinding; class UObject; UCLASS(MinimalAPI, meta=(Keywords = "Get")) class UK2Node_GetInputVectorAxisValue : public UK2Node_GetInputAxisKeyValue { GENERATED_UCLASS_BODY() //~ Begin EdGraphNode Interface virtual FText GetTooltipText() const override; //~ End EdGraphNode Interface //~ Begin UK2Node Interface virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual UClass* GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; //~ End UK2Node Interface void Initialize(const FKey AxisKey); };