How do I extend UAnimBlueprint to set variables via C++

Dear Wonderful Friends at Epic,

Thank you for the UE4 Engine! Yay!

I am trying to add some variables to my AnimBlueprint so that I can set up my own footplacement system, setting the BCS_WorldSpace skel controllers within the blueprint itself, from FVectors I calculate in code.

I can create and set the vars if they are on my Character blueprint and they show up in the Character blueprint in editor:


**But I cannot figure out how to access these custom vars from the Animblueprint graph page**, there's no way I can find to cast from Character to my specific Character class and access these vars

So I tried to extend AnimBlueprint as follows

    // Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
    
    #include "VictoryAnimBlueprint.generated.h"
    
    UCLASS(dependson=(UBlueprint, UAnimInstance), BlueprintType)
    class UVictoryAnimBlueprint : public UAnimBlueprint
    {
    	GENERATED_UCLASS_BODY()
    	
    	/** Left Foot IK Translation*/
    	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FootPlacement)
    	FVector LeftFootIKTranslation;
    	
    	/** Right Foot IK Translation*/
    	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FootPlacement)
    	FVector RightFootIKTranslation;
    };

**But I simply cannot find a way to actually create this extended blueprint in the editor**, 

**I cannot make a regular blueprint of it, AnimBlueprint is not an option on the list under Object**

And when creating an AnimBlueprint there's no option to pick any subclasses of itself....

soooo

**How do I get my Footplacement WorldSpace FVectors set via C++ overs to my AnimBlueprint?**

:)

Rama

Nvm I figured this out with the help of TheAgent from the Rocket Forums

Here’s my tutorial on how to do this

http://forums.epicgames.com/threads/972861-Tutorial-Compile-C-for-UE4-Code-Samples-For-You-gt-gt-New-Get-Set-AnimBluePrint-Vars?p=31653957&viewfull=1#post31653957