Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputVectorAxisValue.h
2025-05-18 13:04:45 +08:00

38 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "InputCoreTypes.h"
#include "Internationalization/Text.h"
#include "K2Node_GetInputAxisKeyValue.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_GetInputVectorAxisValue.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UClass;
class UDynamicBlueprintBinding;
class UObject;
UCLASS(MinimalAPI, meta=(Keywords = "Get"))
class UK2Node_GetInputVectorAxisValue : public UK2Node_GetInputAxisKeyValue
{
GENERATED_UCLASS_BODY()
//~ Begin EdGraphNode Interface
virtual FText GetTooltipText() const override;
//~ End EdGraphNode Interface
//~ Begin UK2Node Interface
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual UClass* GetDynamicBindingClass() const override;
virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
//~ End UK2Node Interface
void Initialize(const FKey AxisKey);
};