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Unreal Engine C++ API Reference > Editor > BlueprintGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_CallFunction
- UK2Node_GetInputAxisValue
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisValue.h |
Include | #include "K2Node_GetInputAxisValue.h" |
Syntax
class UK2Node_GetInputAxisValue : public UK2Node_CallFunction
Variables
Type | Name | Description | |
---|---|---|---|
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uint32: 1 | bConsumeInput | Prevents actors with lower priority from handling this input. |
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uint32: 1 | bExecuteWhenPaused | Should the binding gather input even when the game is paused. |
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FName | InputAxisName |
Constructors
Type | Name | Description | |
---|---|---|---|
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UK2Node_GetInputAxisValue
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | Initialize
(
const FName AxisName |
Overridden from UK2Node
Type | Name | Description | |
---|---|---|---|
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UClass * | Returns which dynamic binding class (if any) to use for this node. | |
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). |
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FText | Override to provide a default category for specific node types to be listed under. | |
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FBlueprintNodeSignature | GetSignature () |
Retrieves a unique identifier for this node type. |
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void | RegisterDynamicBinding
(
UDynamicBlueprintBinding* BindingObject |
Puts information about this node into the dynamic binding object. |
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bool | Return whether the node's properties display in the blueprint details panel |
Overridden from UEdGraphNode
Type | Name | Description | |
---|---|---|---|
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void | Allocate default pins for a given node, based only the NodeType, which should already be filled in. | |
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
Gets the name of this node, shown in title bar |
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FText | Gets the tooltip to display when over the node | |
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bool | IsCompatibleWithGraph
(
UEdGraph const* Graph |
Determine if a node of this type can be created for the specified graph. |
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void | ValidateNodeDuringCompilation
(
FCompilerResultsLog& MessageLog |
Gives each visual node a chance to do final validation before it's node is harvested for use at runtime. |