text: // Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "UObject/ObjectMacros.h"
  #include "Animation/AnimNodeBase.h"
  #include "Animation/AnimInstance.h"
  #include "AnimNode_TransitionResult.generated.h"
  
  // Root node of a state machine transition graph
  USTRUCT(BlueprintInternalUseOnly)
  struct ENGINE_API FAnimNode_TransitionResult : public FAnimNode_Base
  {
  	GENERATED_USTRUCT_BODY()
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Result, meta=(AlwaysAsPin))
  	bool bCanEnterTransition;
  
  	/** Native delegate to use when checking transition */
  	FCanTakeTransition NativeTransitionDelegate;
  
  public:	
  	FAnimNode_TransitionResult();
  
  	// FAnimNode_Base interface
  	virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
  	virtual void CacheBones_AnyThread(const FAnimationCacheBonesContext& Context) override;
  	virtual void Update_AnyThread(const FAnimationUpdateContext& Context) override;
  	virtual void Evaluate_AnyThread(FPoseContext& Output) override;
  	virtual void GatherDebugData(FNodeDebugData& DebugData) override;
  	// End of FAnimNode_Base interface
  };
  