Files
UnrealEngine/Engine/Plugins/EnhancedInput/Source/InputBlueprintNodes/Public/K2Node_GetInputActionValue.h
2025-05-18 13:04:45 +08:00

57 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node.h"
#include "K2Node_GetInputActionValue.generated.h"
class UInputAction;
namespace ENodeTitleType { enum Type : int; }
struct FBlueprintNodeSignature;
class FBlueprintActionDatabaseRegistrar;
class UDynamicBlueprintBinding;
UCLASS(MinimalAPI, meta=(Keywords = "Get, Input"))
class UK2Node_GetInputActionValue : public UK2Node
{
GENERATED_UCLASS_BODY()
UPROPERTY()
TObjectPtr<const UInputAction> InputAction;
//~ Begin EdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual void JumpToDefinition() const override;
//~ End EdGraphNode Interface
//~ Begin UK2Node Interface
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual FBlueprintNodeSignature GetSignature() const override;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual bool IsNodePure() const override { return true; }
//~ End UK2Node Interface
void Initialize(const UInputAction* Action);
// Auto pin generation helpers
static FName GetValueCategory(const UInputAction* InputAction);
static FName GetValueSubCategory(const UInputAction* InputAction);
static UScriptStruct* GetValueSubCategoryObject(const UInputAction* InputAction);
private:
FName GetActionName() const;
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};