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2025-05-18 13:04:45 +08:00

32 lines
713 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Framework/Commands/InputChord.h"
#include "K2Node_Event.h"
#include "K2Node_InputDebugKeyEvent.generated.h"
enum EInputEvent : int;
class UDynamicBlueprintBinding;
UCLASS()
class INPUTBLUEPRINTNODES_API UK2Node_InputDebugKeyEvent : public UK2Node_Event
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FInputChord InputChord;
UPROPERTY()
TEnumAsByte<EInputEvent> InputKeyEvent;
UPROPERTY()
bool bExecuteWhenPaused = false;
//~ Begin UK2Node Interface
virtual UClass* GetDynamicBindingClass() const override;
virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
//~ End UK2Node Interface
};