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UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputActionEvent.h
2025-05-18 13:04:45 +08:00

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972 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/EnumAsByte.h"
#include "CoreMinimal.h"
#include "Engine/EngineBaseTypes.h"
#include "HAL/Platform.h"
#include "K2Node_Event.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_InputActionEvent.generated.h"
class UClass;
class UDynamicBlueprintBinding;
class UObject;
UCLASS()
class BLUEPRINTGRAPH_API UK2Node_InputActionEvent : public UK2Node_Event
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FName InputActionName;
UPROPERTY()
TEnumAsByte<EInputEvent> InputKeyEvent;
UPROPERTY()
uint32 bConsumeInput:1;
UPROPERTY()
uint32 bExecuteWhenPaused:1;
UPROPERTY()
uint32 bOverrideParentBinding:1;
//~ Begin UK2Node Interface
virtual UClass* GetDynamicBindingClass() const override;
virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
//~ End UK2Node Interface
};