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30 lines
858 B
C++
30 lines
858 B
C++
// Copyright 1998-2019 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 "Animation/AnimNode_Root.h"
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#include "AnimNode_StateResult.generated.h"
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// Root node of an state machine state (sink node).
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// We dont use AnimNode_Root to let us distinguish these nodes in the property list at link time.
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USTRUCT(BlueprintInternalUseOnly)
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struct ANIMGRAPHRUNTIME_API FAnimNode_StateResult : public FAnimNode_Root
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{
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GENERATED_USTRUCT_BODY()
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/** Used to upgrade old FAnimNode_Roots to FAnimNode_StateResult */
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bool SerializeFromMismatchedTag(const FPropertyTag& Tag, FStructuredArchive::FSlot Slot);
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};
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template<>
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struct TStructOpsTypeTraits<FAnimNode_StateResult>
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: public TStructOpsTypeTraitsBase2<FAnimNode_StateResult>
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{
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enum
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{
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WithStructuredSerializeFromMismatchedTag = true,
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};
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};
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