Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_CustomTransitionResult.h
thomas sarkanen b8ccd40028 Fix custom transition results being picked up as alternative roots on compilation
Applied the same changes as to other 'root nodes' to allow proper differentiation of the 'real' root.
Also fixes check() on load of any anim BP with custom transition blends.

#jira UE-64845 - QAGame Get Transition Crossfade Duration Node to Blend Result setup does not produce expected result
#rb Jurre.deBaare

#ROBOMERGE-SOURCE: CL 4497654 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4497655 by thomas sarkanen in Staging-4.21 branch]
2018-10-23 04:57:53 -04:00

21 lines
608 B
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AnimGraphNode_StateResult.h"
#include "AnimGraphNode_CustomTransitionResult.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_CustomTransitionResult : public UAnimGraphNode_StateResult
{
GENERATED_UCLASS_BODY()
// UEdGraphNode interface
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
// End of UEdGraphNode interface
};