// 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/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_InputTouchEvent.generated.h" class UClass; class UDynamicBlueprintBinding; class UObject; UCLASS(MinimalAPI) class UK2Node_InputTouchEvent : public UK2Node_Event { GENERATED_UCLASS_BODY() UPROPERTY() TEnumAsByte InputKeyEvent; UPROPERTY() uint8 bConsumeInput:1; UPROPERTY() uint8 bExecuteWhenPaused:1; UPROPERTY() uint8 bOverrideParentBinding:1; //~ Begin UK2Node Interface virtual UClass* GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; //~ End UK2Node Interface };