46 lines
979 B
C++
46 lines
979 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/EnumAsByte.h"
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#include "CoreMinimal.h"
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#include "Engine/EngineBaseTypes.h"
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#include "Framework/Commands/InputChord.h"
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#include "HAL/Platform.h"
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#include "K2Node_Event.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "K2Node_InputKeyEvent.generated.h"
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class UClass;
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class UDynamicBlueprintBinding;
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class UObject;
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UCLASS()
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class BLUEPRINTGRAPH_API UK2Node_InputKeyEvent : public UK2Node_Event
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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FInputChord InputChord;
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UPROPERTY()
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TEnumAsByte<EInputEvent> InputKeyEvent;
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UPROPERTY()
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uint32 bConsumeInput:1;
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UPROPERTY()
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uint32 bExecuteWhenPaused:1;
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UPROPERTY()
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uint32 bOverrideParentBinding:1;
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//~ Begin UK2Node Interface
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virtual UClass* GetDynamicBindingClass() const override;
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virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
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//~ End UK2Node Interface
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};
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