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