// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "K2Node_InputAxisKeyEvent.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_InputVectorAxisEvent.generated.h" class FArchive; class FBlueprintActionDatabaseRegistrar; class UClass; class UDynamicBlueprintBinding; class UObject; UCLASS(MinimalAPI) class UK2Node_InputVectorAxisEvent : public UK2Node_InputAxisKeyEvent { GENERATED_UCLASS_BODY() //~ Begin UObject Interface virtual void Serialize(FArchive& Ar) override; //~ End UObject Interface //~ Begin UK2Node Interface virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; virtual UClass* GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; //~ End UK2Node Interface };