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Extend existing Blueprint-Node-Class (UAnimGraphNode_ModifyBone)

Hello,

i want to extend the Blueprint Node "Transform (Modify) Bone)" with some c++-code. Is it possible to write a class, that extends this node, so I can use my extended node in a AnimBlueprint?

I guess this would mean to extend "UAnimGraphNode_ModifyBone", which i can find if I select "Show all classes" when adding code to my project.

My build.cs looks like this:

 // Fill out your copyright notice in the Description page of Project Settings.
 
 using UnrealBuildTool;
 
 public class Konfigurator : ModuleRules
 {
     public Konfigurator(TargetInfo Target)
     {
         PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AnimGraph", "UnrealEd", "XmlParser"});
 
         PrivateDependencyModuleNames.AddRange(new string[] {  });
 
         // Uncomment if you are using Slate UI
         PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
 
 
         // Uncomment if you are using online features
         // PrivateDependencyModuleNames.Add("OnlineSubsystem");
         // if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
         // {
         //        if (UEBuildConfiguration.bCompileSteamOSS == true)
         //        {
         //            DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
         //        }
         // }
     }
 }
 


and the file i want to create looks like this:

 // Fill out your copyright notice in the Description page of Project Settings.
 
 #pragma once
 #include "AnimGraphNode_ModifyBone.h"
 #include "MyAnimGraphNode_ModifyBone.generated.h"
 
 /**
  * 
  */
 UCLASS()
 class KONFIGURATOR_API UMyAnimGraphNode_ModifyBone : public UAnimGraphNode_ModifyBone
 {
     GENERATED_BODY()
     
     
     
     
 };
 


But I cant figure out the problem ...

Product Version: UE 4.9
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asked Nov 25 '15 at 12:48 PM in C++ Programming

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Bertram.Sch
46 4 9 10

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