// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "K2Node.h" #include "Transition/SceneStateTransitionResult.h" #include "SceneStateTransitionResultNode.generated.h" UCLASS(MinimalAPI) class USceneStateTransitionResultNode : public UK2Node { GENERATED_BODY() public: //~ Begin UEdGraphNode virtual FString GetDescriptiveCompiledName() const override; virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* InSchema) const override; virtual void AllocateDefaultPins() override; virtual bool CanUserDeleteNode() const override; virtual bool CanDuplicateNode() const override; virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetNodeTitle(ENodeTitleType::Type InTitleType) const override; virtual FText GetTooltipText() const override; virtual bool IsNodeRootSet() const override; //~ End UEdGraphNode UPROPERTY(EditAnywhere, Category="Scene State Transition") FSceneStateTransitionResult Result; };