Files
UnrealEngine/Engine/Plugins/EnhancedInput/Source/InputBlueprintNodes/Private/K2Node_EnhancedInputActionEvent.cpp
2025-05-18 13:04:45 +08:00

32 lines
1.0 KiB
C++

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