Create animation graph nodes?

AnimNode_NAME.h

   #pragma once
    
    #include "Animation/AnimNodeBase.h"
    //#include "AnimGraphNode_NAME.h"
    #include "SkeletonBinding.h"
    #include "AnimNode_NAME.generated.h"
    
    USTRUCT()
    struct FAnimNode_NAME : public FAnimNode_Base
    {
    	GENERATED_USTRUCT_BODY()
    
    public:
    	// The input pose is segmented into two:
    	// - The FK input pose that serves as a bias for the solver.
    	// - The task targets appended at the end.
    	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Links)
    	UPROPERTY(Transient)
    	FPoseLink InPose;
    
//these are boxes that show on the graph node

    	UPROPERTY(EditAnywhere, Category=Server, meta=(PinShownByDefault))
    	FString ServerName;
    
    	UPROPERTY(EditAnywhere, Category=Server,meta=(PinShownByDefault))
    	FString PortNumber;
    
    
    
    public:	
    
    	FAnimNode_DataStream();
    	~FAnimNode_DataStream();
    	
    
    	
    	// FAnimNode_Base interface
    	virtual void Initialize(const FAnimationInitializeContext& Context) override;
    	virtual void Update(const FAnimationUpdateContext& Context) override;
    	virtual void Evaluate(FPoseContext& Output) override;
    	virtual void CacheBones(const FAnimationCacheBonesContext & Context) override;
    	// End of FAnimNode_Base interface
    
    private:
    	bool DoReconnect;
    };