// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "AnimGraphNode_Base.h" #include "Animation/AnimNode_TransitionResult.h" #include "AnimGraphNode_TransitionResult.generated.h" class FBlueprintActionDatabaseRegistrar; UCLASS(MinimalAPI) class UAnimGraphNode_TransitionResult : public UAnimGraphNode_Base { GENERATED_UCLASS_BODY() UPROPERTY(EditAnywhere, Category=Settings) FAnimNode_TransitionResult Node; // UEdGraphNode interface virtual bool CanUserDeleteNode() const override { return false; } virtual bool CanDuplicateNode() const override { return false; } virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetTooltipText() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool IsNodeRootSet() const override { return true; } virtual bool ShowVisualWarning() const override; virtual FText GetVisualWarningTooltipText() const override; // End of UEdGraphNode interface // UK2Node interface. virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; // End of UK2Node interface // UAnimGraphNode_Base interface virtual bool IsSinkNode() const override { return true; } // End of UAnimGraphNode_Base interface };