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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h |
Include | #include "K2Node_GetInputAxisKeyValue.h" |
Syntax
class UK2Node_GetInputAxisKeyValue : public [UK2Node_CallFunction](API\Editor\BlueprintGraph\UK2Node_CallFunction)
Variables
Type | Name | Description |
---|---|---|
uint32: 1 | bConsumeInput | Prevents actors with lower priority from handling this input. |
uint32: 1 | bExecuteWhenPaused | Should the binding gather input even when the game is paused. |
FKey | InputAxisKey |
Constructors
Type | Name | Description |
---|---|---|
UK2Node_GetInputAxisKeyValue ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | Initialize ( const FKey AxisKey ) |
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 |
---|---|---|
void | AllocateDefaultPins () | Allocate default pins for a given node, based only the NodeType, which should already be filled in. |
FSlateIcon | GetIconAndTint ( FLinearColor& OutColor ) | |
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 |
bool | IsCompatibleWithGraph ( UEdGraph const* Graph ) | Determine if a node of this type can be created for the specified graph. |
void | ValidateNodeDuringCompilation ( FCompilerResultsLog& MessageLog ) | Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |