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API > API/Editor > API/Editor/BlueprintGraph
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEdGraphNode
- UK2Node
- UK2Node_InputKey
References
| Module | BlueprintGraph |
| Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h |
| Include | #include "K2Node_InputKey.h" |
Syntax
class UK2Node_InputKey :
public UK2Node,
public 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& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FText | GetKeyText () |
||
| FName | |||
| FText | |||
| UEdGraphPin * | Get the 'pressed' input pin | ||
| UEdGraphPin * | Get the 'released' input pin |
Overridden from UK2Node
| Type | Name | Description | |
|---|---|---|---|
| void | ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node | |
| void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). | |
| FText | Override to provide a default category for specific node types to be listed under. | ||
| FBlueprintNodeSignature | GetSignature () |
Retrieves a unique identifier for this node type. | |
| bool | Return whether the node's properties display in the blueprint details panel |
Overridden from UEdGraphNode
| Type | Name | Description | |
|---|---|---|---|
| void | 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 | Gets the draw color of a node's title bar | ||
| FText | 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& PropertyChangedEvent |
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< FEdGraphSchemaAction > | GetEventNodeAction
(
const FText& ActionCategory |