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