// ©2023 Batty Bovine Productions, LLC. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "ComboInputTriggers.h" #include "K2Node_Event.h" #include "K2Node_ComboActionEvent.generated.h" /** * Blueprint event node created for each UComboAction data asset, which is called * when the ComboManagerComponent activates the associated action. */ UCLASS() class COMBOINPUTNODES_API UK2Node_ComboActionEvent : public UK2Node_Event { GENERATED_BODY() public: UK2Node_ComboActionEvent(const FObjectInitializer &ObjectInitializer); UPROPERTY() TObjectPtr ComboAction; UPROPERTY() EComboActionTriggerEvent TriggerEvent; //~ Begin UK2Node Interface virtual UClass *GetDynamicBindingClass() const override; virtual void RegisterDynamicBinding(UDynamicBlueprintBinding *BindingObject) const override; //~ End UK2Node Interface };