// Bind a delegate directly to a specific type of gesture input, i.e. Keys.Gesture_Pinch
        public void BindGesture(Key gestureKey, GestureInputCallback callback)
        {
            if (IsDestroyedOrPendingKill)
            {
                throw new UnrealObjectDestroyedException("Trying to bind input gesture on destroyed input component");
            }
            if (null == callback)
            {
                throw new ArgumentNullException("callback");
            }
            UnrealObject targetObj = callback.Target as UnrealObject;

            unsafe
            {
                byte *nativeKeyBuffer = stackalloc byte[InputChord.NativeDataSize];
                gestureKey.ToNative(new IntPtr(nativeKeyBuffer));
                RegisterGestureInputCallback(NativeObject, targetObj != null ? targetObj.NativeObject : IntPtr.Zero, nativeKeyBuffer, callback);
            }
        }
 unsafe private extern static void RegisterGestureInputCallback(IntPtr nativeComponentPointer, IntPtr nativeTargetObjectPointer, void *nativeGestureKey, GestureInputCallback callback);