Drawing debug lines to persona viewport from AnimNode
So I've been still wrestling with the SkelControl bone rotation issue I asked about in this question , and I figured that at the very least being able to draw the calculated rotation axis to the viewport would help me in debugging the issue. Is it possible for me to access the viewport and draw some debugging lines, etc, to it, from inside my custom AnimNode/SkelControl? If so, where should I look in the documentation to find out how?
Edit: So, I found
There's a caveat with that though. If I want to use it to draw data that's generated during EvaluateBoneTransforms() on my runtime node, I need to cache that data so that Draw() can pull it out. However the instance of my runtime node that is created inside the AnimGraph node
(as the documentation says I should), isn't the same as the instance that is actually running, when I look at it in the debugger; all the values I'm caching aren't present in the instance that Draw() can access. How should I be doing this instead?
Edit 2: More digging with the debugger shows that the constructor for my AnimGraphNode is being called at least 6 or 8 times during editor startup, as well as when I open the Anim Blueprint in the editor. I'm now even more confused.
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