41 lines
1.2 KiB
C++
41 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_InputKeyEvent.h"
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#include "Containers/Array.h"
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#include "Engine/DynamicBlueprintBinding.h"
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#include "Engine/InputKeyDelegateBinding.h"
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#include "HAL/PlatformCrt.h"
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#include "Templates/Casts.h"
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#include "UObject/NameTypes.h"
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class UClass;
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UK2Node_InputKeyEvent::UK2Node_InputKeyEvent(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_InputKeyEvent::GetDynamicBindingClass() const
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{
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return UInputKeyDelegateBinding::StaticClass();
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}
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void UK2Node_InputKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UInputKeyDelegateBinding* InputKeyBindingObject = CastChecked<UInputKeyDelegateBinding>(BindingObject);
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FBlueprintInputKeyDelegateBinding Binding;
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Binding.InputChord = InputChord;
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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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InputKeyBindingObject->InputKeyDelegateBindings.Add(Binding);
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}
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