void FAnimationActiveTransitionEntry::InitializeCustomGraphLinks(const FAnimationUpdateContext& Context, const FBakedStateExitTransition& TransitionRule)
{
	if (TransitionRule.CustomResultNodeIndex != INDEX_NONE)
	{
		const IAnimClassInterface* AnimBlueprintClass = Context.GetAnimClass();
		CustomTransitionGraph.LinkID = AnimBlueprintClass->GetAnimNodeProperties().Num() - 1 - TransitionRule.CustomResultNodeIndex; //@TODO: Crazysauce
		FAnimationInitializeContext InitContext(Context.AnimInstanceProxy);
		CustomTransitionGraph.Initialize(InitContext);

		for (int32 Index = 0; Index < TransitionRule.PoseEvaluatorLinks.Num(); ++Index)
		{
			FAnimNode_TransitionPoseEvaluator* PoseEvaluator = GetNodeFromPropertyIndex<FAnimNode_TransitionPoseEvaluator>(Context.AnimInstanceProxy->GetAnimInstanceObject(), AnimBlueprintClass, TransitionRule.PoseEvaluatorLinks[Index]);
			PoseEvaluators.Add(PoseEvaluator);
		}
	}

	// Initialize blend data if necessary
	if(BlendProfile)
	{
		StateBlendData.AddZeroed(2);
		StateBlendData[0].PerBoneBlendData.AddZeroed(BlendProfile->GetNumBlendEntries());
		StateBlendData[1].PerBoneBlendData.AddZeroed(BlendProfile->GetNumBlendEntries());
	}
}