// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/EnumAsByte.h" #include "CoreMinimal.h" #include "Engine/EngineBaseTypes.h" #include "HAL/Platform.h" #include "K2Node_Event.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_InputActionEvent.generated.h" class UClass; class UDynamicBlueprintBinding; class UObject; UCLASS() class BLUEPRINTGRAPH_API UK2Node_InputActionEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() UPROPERTY() FName InputActionName; UPROPERTY() TEnumAsByte InputKeyEvent; UPROPERTY() uint32 bConsumeInput:1; UPROPERTY() uint32 bExecuteWhenPaused:1; UPROPERTY() uint32 bOverrideParentBinding:1; //~ Begin UK2Node Interface virtual UClass* GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; //~ End UK2Node Interface };