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Custom Anim Blueprint Strange things happen here...

Hi Guys,

I've started recently trying to implement anim blueprints. I actually have a base template working and I'm now going to delve more into the details, but there are strange errors that occur if I change some things... and actually make the code more similar to the actual engine code... Which well I thought would be the best implementation.... Do you guys happen to know why this happens?

  • When overriding the toolTipText, category and others of the UAnimGraphNode_Base, if I use LOCTEXT_NAMESPACE and respective LOCKTEXT, the node won't appear in the anim graph. I can search but nothing appears. The moment I remove this and use the other code to generate the FText, the issue is solved. But using the LOCTEXT_NAMESPACE is the way to go in the source code of UE... :/

  • If I try to use UCLASS(MinimalAPI) it breaks everything and shows a lot of errors... Shouldn't this work directly?

  • UAnimGraphNode_Base constantly gives the warning of incomplete type is not allowed.

I leave my code below... maybe these are a lot of questions and I'm taking too much of your time... :S But any help to any of these topics would be more than welcome!

Thank you so much! Cheers

.h

 #pragma once
 #include "Editor//AnimGraph//Classes//AnimGraphNode_Base.h"
 #include "MyClassAnimNode.h"
 #include "MyClassBehavNode.generated.h"
 UCLASS()
 class MYPROJECT_API UMyClassBehavNode : public UAnimGraphNode_Base {
 
     GENERATED_UCLASS_BODY()
 
     UPROPERTY(EditAnywhere, Category = Settings)
     FMyClassAnimNode Node;
 
 public:
     virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
     virtual FLinearColor GetNodeTitleColor() const override;
     virtual FText GetTooltipText() const override;
     virtual FString GetNodeCategory() const override;
 
 };

.cpp

 #include "MyProject.h"
 
 #include "Editor//AnimGraph//Private//AnimGraphPrivatePCH.h"
 #include "Editor//GraphEditor//Public//GraphEditorActions.h"
 #include "Editor//UnrealEd//Public//ScopedTransaction.h"
 
 #include "MyClassBehavNode.h"
 
 //#define LOCTEXT_NAMESPACE "A3Nodes"
 
 UMyClassBehavNode::UMyClassBehavNode(const FObjectInitializer& ObjectInitializer)
     : Super(ObjectInitializer)
 {
 }
 
 FText UMyClassBehavNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
 {
     //return LOCTEXT("Stuffs", "Stuffs 2");
     return FText::FromString(FString("Import Stuffs"));
 }
 
 FString UMyClassBehavNode::GetNodeCategory() const
 {
     return TEXT("Tools");
 }
 
 FLinearColor UMyClassBehavNode::GetNodeTitleColor() const
 {
     return FLinearColor(0.27f, 0.51f, 0.71f);
 }
 
 FText UMyClassBehavNode::GetTooltipText() const
 {
     //return LOCTEXT("Stuffs", "Stuffs 2");
     return FText::FromString(FString("Import Stuffs"));
 }
 //#undef LOCTEXT_NAMESPACE
 
Product Version: UE 4.13
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asked Nov 24 '16 at 09:38 PM in C++ Programming

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Wachrno
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