// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_InputKeyEvent.h" #include "Containers/Array.h" #include "Engine/DynamicBlueprintBinding.h" #include "Engine/InputKeyDelegateBinding.h" #include "HAL/PlatformCrt.h" #include "Templates/Casts.h" #include "UObject/NameTypes.h" class UClass; UK2Node_InputKeyEvent::UK2Node_InputKeyEvent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bConsumeInput = true; bOverrideParentBinding = true; bInternalEvent = true; } UClass* UK2Node_InputKeyEvent::GetDynamicBindingClass() const { return UInputKeyDelegateBinding::StaticClass(); } void UK2Node_InputKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UInputKeyDelegateBinding* InputKeyBindingObject = CastChecked(BindingObject); FBlueprintInputKeyDelegateBinding Binding; Binding.InputChord = InputChord; Binding.InputKeyEvent = InputKeyEvent; Binding.bConsumeInput = bConsumeInput; Binding.bExecuteWhenPaused = bExecuteWhenPaused; Binding.bOverrideParentBinding = bOverrideParentBinding; Binding.FunctionNameToBind = CustomFunctionName; InputKeyBindingObject->InputKeyDelegateBindings.Add(Binding); }