UK2Node_InputAxisEvent

Unreal Engine C++ API Reference > Editor > BlueprintGraph

Inheritance Hierarchy

References

   
Module BlueprintGraph
Header /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAxisEvent.h
Include #include "K2Node_InputAxisEvent.h"

Syntax

class UK2Node_InputAxisEvent : public [UK2Node_Event](API\Editor\BlueprintGraph\UK2Node_Event)  

Variables

Type Name Description
uint32: 1 bConsumeInput Prevents actors with lower priority from handling this input.
uint32: 1 bExecuteWhenPaused Should the binding execute even when the game is paused.
uint32: 1 bOverrideParentBinding Should any bindings to this event in parent classes be removed.
FName InputAxisName  

Constructors

Type Name Description
  UK2Node_InputAxisEvent ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void Initialize ( const FName AxisName )  

Overridden from UK2Node_Event

Type Name Description
bool IsCompatibleWithGraph ( const UEdGraph* TargetGraph )  

Overridden from UK2Node

Type Name Description
UClass * GetDynamicBindingClass () Returns which dynamic binding class (if any) to use for this node.
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
FBlueprintNo... GetSignature () Retrieves a unique identifier for this node type.
void RegisterDynamicBinding ( UDynamicBlueprintBinding* Bind... ) Puts information about this node into the dynamic binding object.
bool ShouldShowNodeProperties () Return whether the node's properties display in the blueprint details panel

Overridden from UEdGraphNode

Type Name Description
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetTooltipText () Gets the tooltip to display when over the node
void ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) Gives each visual node a chance to do final validation before it's node is harvested for use at runtime.

Overridden from UObject

Type Name Description
void PostLoad () Do any object-specific cleanup required immediately after loading an object.
void Serialize ( FArchive& Ar ) Handles reading, writing, and reference collecting using FArchive.

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