// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_InputActionValueAccessor.h" #include "EnhancedInputActionDelegateBinding.h" #include "EnhancedInputLibrary.h" #include "InputAction.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_InputActionValueAccessor) UK2Node_InputActionValueAccessor::UK2Node_InputActionValueAccessor(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UK2Node_InputActionValueAccessor::Initialize(const UInputAction* Action) { InputAction = Action; SetFromFunction(UEnhancedInputLibrary::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(UEnhancedInputLibrary, GetBoundActionValue))); } void UK2Node_InputActionValueAccessor::AllocateDefaultPins() { Super::AllocateDefaultPins(); UEdGraphPin* InputActionPin = FindPinChecked(TEXT("Action")); InputActionPin->DefaultObject = const_cast(ToRawPtr(InputAction)); } UClass* UK2Node_InputActionValueAccessor::GetDynamicBindingClass() const { return UEnhancedInputActionValueBinding::StaticClass(); } void UK2Node_InputActionValueAccessor::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UEnhancedInputActionValueBinding* InputActionBindingObject = CastChecked(BindingObject); FBlueprintEnhancedInputActionBinding Binding; Binding.InputAction = InputAction; Binding.FunctionNameToBind = GET_FUNCTION_NAME_CHECKED(UEnhancedInputLibrary, GetBoundActionValue); InputActionBindingObject->InputActionValueBindings.Add(Binding); }