Custom animation node do not work once it is build

I wrote a custom animation node (deriving from UAnimGraphNode_SkeletalControlBase) that should update the position of the bone of a skeleton in real time using external data. I make it work in the editor, I can move my skeleton like I want. But if I try to package the project (which succeed) and run the exe, my skeleton don’t move anymore.

What I am missing ?

Hey RouxNicolas,

Could you provide me with more context as to the custom animation node you are using and what you meant by ‘external data’?

Some screenshots are usually really helpful so I can visualize the issue. Also, how are you building and packaging your project? i.e. What settings are you using?

Let me know if you have further questions or need additional assistance?

Cheers,

I think it was a conflict in the DDL, as it now works again. The strange thing is that when I created a custom node (even if it use working code) it seems that the node won’t execute and erased passed modification (example if we apply animation sequence to the skeleton).
It was build for Windows 64 in the unreal engine editor with default configuration.

That is interesting, and sounds like it could be a bug. If you are able to reproduce it again please let me know and we can track down and report the issue.

I will mark this post as resolved until that time. Let me know if you have further questions.

Thanks,