40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_InputActionEvent.h"
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#include "Containers/Array.h"
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#include "Engine/DynamicBlueprintBinding.h"
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#include "Engine/InputActionDelegateBinding.h"
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#include "HAL/PlatformCrt.h"
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#include "Templates/Casts.h"
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class UClass;
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UK2Node_InputActionEvent::UK2Node_InputActionEvent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bConsumeInput = true;
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bOverrideParentBinding = true;
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bInternalEvent = true;
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}
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UClass* UK2Node_InputActionEvent::GetDynamicBindingClass() const
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{
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return UInputActionDelegateBinding::StaticClass();
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}
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void UK2Node_InputActionEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UInputActionDelegateBinding* InputActionBindingObject = CastChecked<UInputActionDelegateBinding>(BindingObject);
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FBlueprintInputActionDelegateBinding Binding;
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Binding.InputActionName = InputActionName;
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Binding.InputKeyEvent = InputKeyEvent;
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Binding.bConsumeInput = bConsumeInput;
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Binding.bExecuteWhenPaused = bExecuteWhenPaused;
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Binding.bOverrideParentBinding = bOverrideParentBinding;
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Binding.FunctionNameToBind = CustomFunctionName;
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InputActionBindingObject->InputActionDelegateBindings.Add(Binding);
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}
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