// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Framework/Commands/InputChord.h" #include "K2Node_Event.h" #include "K2Node_InputDebugKeyEvent.generated.h" enum EInputEvent : int; class UDynamicBlueprintBinding; UCLASS() class INPUTBLUEPRINTNODES_API UK2Node_InputDebugKeyEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() UPROPERTY() FInputChord InputChord; UPROPERTY() TEnumAsByte InputKeyEvent; UPROPERTY() bool bExecuteWhenPaused = false; //~ Begin UK2Node Interface virtual UClass* GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; //~ End UK2Node Interface };