virtual void OnPoseWatchChanged ( const bool IsPoseWatchEnabled, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< class [UPoseWatch](API\Runtime\Engine\Engine\UPoseWatch) > InPoseWatch, [FEditorModeTools](API\Editor\UnrealEd\FEditorModeTools) & InModeTools, [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base) * InRuntimeNode )