Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_StateResult.h
Chris Gagnon 9f1505e469 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 6671275 by Chris Gagnon in Dev-Editor branch]
2019-05-29 20:48:56 -04:00

30 lines
858 B
C++

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