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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h |
Include | #include "K2Node_InputKey.h" |
Syntax
class UK2Node_InputKey :
public [UK2Node](API\Editor\BlueprintGraph\UK2Node),
public [IK2Node_EventNodeInterface](API\Editor\BlueprintGraph\IK2Node_EventNodeInterface)
Variables
Type | Name | Description |
---|---|---|
uint32: 1 | bAlt | Does this binding require the alt key to be held. |
uint32: 1 | bCommand | Does this binding require the windows key on PC or the control key on Mac to be held. |
uint32: 1 | bConsumeInput | Prevents actors with lower priority from handling this input. |
uint32: 1 | bControl | Does this binding require the control key on PC or the command key on Mac to be held. |
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. |
uint32: 1 | bShift | Does this binding require the shift key to be held. |
FKey | InputKey | The key that is bound. |
Constructors
Type | Name | Description |
---|---|---|
UK2Node_InputKey ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
FText | GetKeyText () | |
FName | GetModifierName () | |
FText | GetModifierText () | |
UEdGraphPin ... | GetPressedPin () | Get the 'pressed' input pin |
UEdGraphPin ... | GetReleasedPin () | Get the 'released' input pin |
Overridden from UK2Node
Type | Name | Description |
---|---|---|
void | ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) | Expands a node while compiling, which may add additional nodes or delete 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. |
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 |
FLinearColor | GetNodeTitleColor () | Gets the draw color of a node's 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. |
Overridden from UObject
Type | Name | Description |
---|---|---|
void | PostEditChangeProperty ( FPropertyChangedEvent& PropertyCha... ) | Called when a property on this object has been modified externally |
void | PostLoad () | Do any object-specific cleanup required immediately after loading an object. |
Overridden from IK2Node_EventNodeInterface
Type | Name | Description |
---|---|---|
TSharedPtr< ... | GetEventNodeAction ( const FText& ActionCategory ) |