Files
UnrealEngine/Engine/Plugins/EnhancedInput/Source/InputBlueprintNodes/Private/K2Node_InputActionValueAccessor.h
2025-05-18 13:04:45 +08:00

37 lines
979 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_CallFunction.h"
#include "K2Node_InputActionValueAccessor.generated.h"
class UInputAction;
UCLASS()
class INPUTBLUEPRINTNODES_API UK2Node_InputActionValueAccessor : public UK2Node_CallFunction
{
GENERATED_UCLASS_BODY()
public:
//~ Begin EdGraphNode Interface
virtual void AllocateDefaultPins() override;
//~ End EdGraphNode Interface
//~ Begin UK2Node Interface
virtual UClass* GetDynamicBindingClass() const override;
virtual void RegisterDynamicBinding(class UDynamicBlueprintBinding* BindingObject) const override;
virtual bool IsNodePure() const override { return true; }
//~ End UK2Node Interface
void Initialize(const UInputAction* Action);
protected:
//~ Begin UK2Node_CallFunction interface
virtual bool CanToggleNodePurity() const override { return false; }
//~ End UK2Node_CallFunction interface
private:
UPROPERTY()
TObjectPtr<const UInputAction> InputAction;
};