// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "UObject/Interface.h" #include "ISceneStateTransitionGraphProvider.generated.h" class FText; class UEdGraph; class UEdGraphNode; UINTERFACE(MinimalAPI, meta = (CannotImplementInterfaceInBlueprint)) class USceneStateTransitionGraphProvider : public UInterface { GENERATED_BODY() }; class ISceneStateTransitionGraphProvider { GENERATED_BODY() public: /** Gets the Title of this Provider, to use as the Display Title of the Bound Graph */ virtual FText GetTitle() const = 0; /** * Determines whether the provider is bound to the given Ed Graph. * In other words, whether the provider (as an ed node) should be destroyed when the bound graph is being deleted */ virtual bool IsBoundToGraphLifetime(UEdGraph& InGraph) const = 0; /** The provider casted as an ed graph node */ virtual UEdGraphNode* AsNode() = 0; };