// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "Animation/AnimNode_Root.h" #include "AnimNode_BlendSpaceSampleResult.generated.h" // Root node of a blend space sample (sink node). // We dont use AnimNode_Root to let us distinguish these nodes in the property list at link time. USTRUCT(BlueprintInternalUseOnly) struct FAnimNode_BlendSpaceSampleResult : public FAnimNode_Root { GENERATED_BODY() };