32 lines
1002 B
C++
32 lines
1002 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_InputDebugKeyEvent.h"
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#include "InputDebugKeyDelegateBinding.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_InputDebugKeyEvent)
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UK2Node_InputDebugKeyEvent::UK2Node_InputDebugKeyEvent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bInternalEvent = true;
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}
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UClass* UK2Node_InputDebugKeyEvent::GetDynamicBindingClass() const
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{
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return UInputDebugKeyDelegateBinding::StaticClass();
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}
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void UK2Node_InputDebugKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UInputDebugKeyDelegateBinding* InputKeyBindingObject = CastChecked<UInputDebugKeyDelegateBinding>(BindingObject);
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FBlueprintInputDebugKeyDelegateBinding Binding;
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Binding.InputChord = InputChord;
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Binding.InputKeyEvent = InputKeyEvent;
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Binding.bExecuteWhenPaused = bExecuteWhenPaused;
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Binding.FunctionNameToBind = CustomFunctionName;
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InputKeyBindingObject->InputDebugKeyDelegateBindings.Add(Binding);
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}
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