32 lines
1.0 KiB
C++
32 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_EnhancedInputActionEvent.h"
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#include "EnhancedInputActionDelegateBinding.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_EnhancedInputActionEvent)
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UK2Node_EnhancedInputActionEvent::UK2Node_EnhancedInputActionEvent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bInternalEvent = true;
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TriggerEvent = ETriggerEvent::None;
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}
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UClass* UK2Node_EnhancedInputActionEvent::GetDynamicBindingClass() const
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{
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return UEnhancedInputActionDelegateBinding::StaticClass();
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}
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void UK2Node_EnhancedInputActionEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UEnhancedInputActionDelegateBinding* InputActionBindingObject = CastChecked<UEnhancedInputActionDelegateBinding>(BindingObject);
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FBlueprintEnhancedInputActionBinding Binding;
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Binding.InputAction = InputAction;
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Binding.TriggerEvent = TriggerEvent;
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Binding.FunctionNameToBind = CustomFunctionName;
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InputActionBindingObject->InputActionDelegateBindings.Add(Binding);
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}
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