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 …