// Copyright Epic Games, Inc. All Rights Reserved. #include "Nodes/SceneStateMachineExitNode.h" #include "SceneStateMachineGraphSchema.h" USceneStateMachineExitNode::USceneStateMachineExitNode() { NodeName = TEXT("Exit"); NodeType = UE::SceneState::Graph::EStateMachineNodeType::Exit; } UEdGraphPin* USceneStateMachineExitNode::GetInputPin() const { return Pins[0]; } UEdGraphPin* USceneStateMachineExitNode::GetOutputPin() const { return nullptr; } bool USceneStateMachineExitNode::HasValidPins() const { return !!GetInputPin(); } void USceneStateMachineExitNode::AllocateDefaultPins() { CreatePin(EGPD_Input, USceneStateMachineGraphSchema::PC_Transition, TEXT("Exit")); }