UK2Node_GetInputAxisKeyValue

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.

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