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API > API/Plugins > API/Plugins/InputBlueprintNodes
A node spawner which will check if there is already an enhanced input event node (UK2Node_EnhancedInputAction) before spawning a new one in the graph. This makes the behavior of enhanced input action nodes the same as other event nodes.
| Name | UInputActionEventNodeSpawner |
| Type | class |
| Header File | /Engine/Plugins/EnhancedInput/Source/InputBlueprintNodes/Public/K2Node_EnhancedInputAction.h |
| Include Path | #include "K2Node_EnhancedInputAction.h" |
Syntax
UCLASS (Transient)
class UInputActionEventNodeSpawner : public UBlueprintNodeSpawner
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintNodeSpawner → UInputActionEventNodeSpawner
Implements Interfaces
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| WeakActionPtr | TWeakObjectPtr< const UInputAction > | We don't want references to node spawners to be keeping any input action assets from GC if you unload a plugin for example, so we keep it as a weak pointer. | K2Node_EnhancedInputAction.h |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UInputActionEventNodeSpawner * Create
(
TSubclassOf< UEdGraphNode > const NodeClass, |
K2Node_EnhancedInputAction.h |