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2025-05-18 13:04:45 +08:00

43 lines
1.1 KiB
C++

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