// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "ISceneStateTransitionGraphProvider.h" #include "SceneStateMachineNode.h" #include "SceneStateMachineConduitNode.generated.h" UCLASS(MinimalAPI) class USceneStateMachineConduitNode : public USceneStateMachineNode, public ISceneStateTransitionGraphProvider { GENERATED_BODY() public: USceneStateMachineConduitNode(); bool ShouldWaitForTasksToFinish() const { return bWaitForTasksToFinish; } //~ Begin USceneStateMachineNode virtual UEdGraph* CreateBoundGraphInternal() override; //~ End USceneStateMachineNode //~ Begin UEdGraphNode virtual void AllocateDefaultPins() override; virtual bool CanDuplicateNode() const override; virtual void PostPasteNode() override; virtual void PostPlacedNewNode() override; //~ End UEdGraphNode //~ Begin ISceneStateTransitionGraphProvider virtual FText GetTitle() const override; virtual bool IsBoundToGraphLifetime(UEdGraph& InGraph) const override; virtual UEdGraphNode* AsNode() override; //~ End ISceneStateTransitionGraphProvider private: UPROPERTY(EditAnywhere, Category = "Conduit") bool bWaitForTasksToFinish = true; };