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