Create Output Pin c++
I'm currently adding to a blueprint node of mine and need to add a second output pin.
I'm using the CreatePin Method to do so, but is expecting the PinSubCategoryObject to be a UObject*
Am I right in thinking this will be the output type? If so I want to output an array of FTransforms, how would I implement this?
asked Mar 03 '16 at 03:47 PM in C++ Programming
It turns out that in the particular place I was trying to output a pin (a class based off of UAnimGraphNode_Base) I had to follow through with some override functions.
For example, I was trying to create an output pin for FPoseLink. To do so I had to add the following to my .cpp.
I then had to add the override function within my FCustomAnimNode.cpp utilizing the output function that FPoseLink uses. In this case it is a function called
I then placed all of my code the modify the pose as I wanted to, which I won't cover in detail here, but as long as you have called and override all the correct functions, then it should be good to go (it will output the FPoseContext& Output)
answered Apr 21 '16 at 12:46 PM
Hi AgentMilkshake1 . If you wanna add more pins Example:
Use & for output pins
answered Mar 04 '16 at 10:15 AM
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