43 lines
1.1 KiB
C++
43 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ISceneStateTransitionGraphProvider.h"
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#include "SceneStateMachineNode.h"
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#include "SceneStateMachineConduitNode.generated.h"
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UCLASS(MinimalAPI)
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class USceneStateMachineConduitNode : public USceneStateMachineNode, public ISceneStateTransitionGraphProvider
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{
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GENERATED_BODY()
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public:
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USceneStateMachineConduitNode();
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bool ShouldWaitForTasksToFinish() const
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{
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return bWaitForTasksToFinish;
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}
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//~ Begin USceneStateMachineNode
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virtual UEdGraph* CreateBoundGraphInternal() override;
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//~ End USceneStateMachineNode
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//~ Begin UEdGraphNode
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virtual void AllocateDefaultPins() override;
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virtual bool CanDuplicateNode() const override;
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virtual void PostPasteNode() override;
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virtual void PostPlacedNewNode() override;
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//~ End UEdGraphNode
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//~ Begin ISceneStateTransitionGraphProvider
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virtual FText GetTitle() const override;
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virtual bool IsBoundToGraphLifetime(UEdGraph& InGraph) const override;
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virtual UEdGraphNode* AsNode() override;
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//~ End ISceneStateTransitionGraphProvider
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private:
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UPROPERTY(EditAnywhere, Category = "Conduit")
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bool bWaitForTasksToFinish = true;
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};
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