// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "BlueprintNodeSignature.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphNodeUtils.h" #include "HAL/Platform.h" #include "InputCoreTypes.h" #include "Internationalization/Text.h" #include "K2Node_Event.h" #include "Textures/SlateIcon.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_InputAxisKeyEvent.generated.h" class FArchive; class FBlueprintActionDatabaseRegistrar; class UClass; class UDynamicBlueprintBinding; class UEdGraph; class UObject; struct FLinearColor; UCLASS() class BLUEPRINTGRAPH_API UK2Node_InputAxisKeyEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() UPROPERTY() FKey AxisKey; // Prevents actors with lower priority from handling this input UPROPERTY(EditAnywhere, Category = "Input") uint32 bConsumeInput : 1; // Should the binding execute even when the game is paused UPROPERTY(EditAnywhere, Category = "Input") uint32 bExecuteWhenPaused : 1; // Should any bindings to this event in parent classes be removed UPROPERTY(EditAnywhere, Category = "Input") uint32 bOverrideParentBinding : 1; //~ Begin UObject Interface virtual void Serialize(FArchive& Ar) override; //~ End UObject Interface //~ Begin EdGraphNode Interface virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override; virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) 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 FKey AxisKey); private: /** Constructing FText strings can be costly, so we cache the node's tooltip */ FNodeTextCache CachedTooltip; };