// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "BlueprintNodeSignature.h" #include "CoreMinimal.h" #include "EdGraph/EdGraph.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphNodeUtils.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node_CallFunction.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_GetInputAxisValue.generated.h" class FBlueprintActionDatabaseRegistrar; class UClass; class UDynamicBlueprintBinding; class UEdGraph; class UObject; UCLASS(MinimalAPI, meta=(Keywords = "Get")) class UK2Node_GetInputAxisValue : public UK2Node_CallFunction { GENERATED_UCLASS_BODY() UPROPERTY() FName InputAxisName; // Prevents actors with lower priority from handling this input UPROPERTY(EditAnywhere, Category="Input") uint32 bConsumeInput:1; // Should the binding gather input even when the game is paused UPROPERTY(EditAnywhere, Category="Input") uint32 bExecuteWhenPaused:1; //~ Begin EdGraphNode Interface virtual void AllocateDefaultPins() override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) 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; virtual FText GetMenuCategory() const override; virtual FBlueprintNodeSignature GetSignature() const override; //~ End UK2Node Interface void Initialize(const FName AxisName); private: /** Constructing FText strings can be costly, so we cache the node's title/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; };