// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_InputActionEvent.h" #include "Containers/Array.h" #include "Engine/DynamicBlueprintBinding.h" #include "Engine/InputActionDelegateBinding.h" #include "HAL/PlatformCrt.h" #include "Templates/Casts.h" class UClass; UK2Node_InputActionEvent::UK2Node_InputActionEvent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bConsumeInput = true; bOverrideParentBinding = true; bInternalEvent = true; } UClass* UK2Node_InputActionEvent::GetDynamicBindingClass() const { return UInputActionDelegateBinding::StaticClass(); } void UK2Node_InputActionEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UInputActionDelegateBinding* InputActionBindingObject = CastChecked(BindingObject); FBlueprintInputActionDelegateBinding Binding; Binding.InputActionName = InputActionName; Binding.InputKeyEvent = InputKeyEvent; Binding.bConsumeInput = bConsumeInput; Binding.bExecuteWhenPaused = bExecuteWhenPaused; Binding.bOverrideParentBinding = bOverrideParentBinding; Binding.FunctionNameToBind = CustomFunctionName; InputActionBindingObject->InputActionDelegateBindings.Add(Binding); }