Exposing BlendSpace pin on AimOffset Node causes unknown blendspace error
The exact error is: "BlueprintEditorCompileResults:Error: Error AnimGraphNode_RotationOffsetBlendSpace_8 references an unknown blend space"
This error emanates from 'UAnimGraphNode_RotationOffsetBlendSpace::ValidateAnimNodeDuringCompilation' because 'Node.BlendSpace' is NULL.
That property gets set to NULL within this block of code within 'FAnimBlueprintNodeOptionalPinManager::PostInitNewPin':
Clean sample project attached for immediate repro.
Result: Compile Error comes back. Feeding a variable that matches the blendspace set in the node makes no difference
Expected: For the node to accept Blend Space pin input without compile error
Our goal is to be able to feed a UAimOffsetBlendSpace1D variable into that pin. This works fine for Blendspace Player using nonadditive offsets, but not for UAnimGraphNode_RotationOffsetBlendSpace.
![alt text] [link text] : /storage/temp/113554-capture.png : /storage/temp/113555-additivepinbug.zip
Got a possible fix to this that involves changes to the engine to make UAnimGraphNode_RotationOffsetBlendSpace read pins the same way that UAnimGraphNode_BlendSpacePlayer does.
I attached those fixes as a zip to this post. Please let me know if these get integrated into the engine. I'd rather have Epic's official fix than have to manage another engine mod whenever I pull down new versions.
Edit: Looks like this was not addressed in 4.15. I've updated my fix for 4.15 making it very easy to diff and replaced the original attachment with the 4.15 version.
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