UK2Node_InputKey

Choose your operating system:

Windows

macOS

Linux

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,
    public IK2Node_EventNodeInterface

Variables

Name Description

Public variable

uint32: 1

 

bAlt

Does this binding require the alt key to be held.

Public variable

uint32: 1

 

bCommand

Does this binding require the windows key on PC or the control key on Mac to be held.

Public variable

uint32: 1

 

bConsumeInput

Prevents actors with lower priority from handling this input.

Public variable

uint32: 1

 

bControl

Does this binding require the control key on PC or the command key on Mac to be held.

Public variable

uint32: 1

 

bExecuteWhenPaused

Should the binding execute even when the game is paused.

Public variable

uint32: 1

 

bOverrideParentBinding

Should any bindings to this event in parent classes be removed.

Public variable

uint32: 1

 

bShift

Does this binding require the shift key to be held.

Public variable

FKey

 

InputKey

The key that is bound.

Constructors

Name Description

Public function

UK2Node_InputKey

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

FText

 

GetKeyText()

Public function Const

FName

 

GetModifierName()

Public function Const

FText

 

GetModifierText()

Public function Const

UEdGraphPin ...

 

GetPressedPin()

Get the 'pressed' input pin

Public function Const

UEdGraphPin ...

 

GetReleasedPin()

Get the 'released' input pin

Overridden from UK2Node

Name Description

Public function Virtual

void

 

ExpandNode

(
    FKismetCompilerContext& CompilerCo...,
    UEdGraph* SourceGraph
)

Expands a node while compiling, which may add additional nodes or delete this node

Public function Virtual Const

void

 

GetMenuActions

Replacement for GetMenuEntries().

Public function Virtual Const

FText

 

GetMenuCategory()

Override to provide a default category for specific node types to be listed under.

Public function Virtual Const

FBlueprintNo...

 

GetSignature()

Retrieves a unique identifier for this node type.

Public function Virtual Const

bool

 

ShouldShowNodeProperties()

Return whether the node's properties display in the blueprint details panel

Overridden from UEdGraphNode

Name Description

Public function Virtual

void

 

AllocateDefaultPins()

Allocate default pins for a given node, based only the NodeType, which should already be filled in.

Public function Virtual Const

FSlateIcon

 

GetIconAndTint

(
    FLinearColor& OutColor
)

Public function Virtual Const

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

Public function Virtual Const

FLinearColor

 

GetNodeTitleColor()

Gets the draw color of a node's title bar

Public function Virtual Const

FText

 

GetTooltipText()

Gets the tooltip to display when over the node

Public function Virtual Const

bool

 

IsCompatibleWithGraph

(
    UEdGraph const* Graph
)

Determine if a node of this type can be created for the specified graph.

Public function Virtual Const

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

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Overridden from IK2Node_EventNodeInterface

Name Description

Public function Virtual

TSharedPtr< ...

 

GetEventNodeAction

(
    const FText& ActionCategory
)