Whatever happened to NativePostEvaluateAnimation in UAnimInstance.h?

I wanted to transform/modify my skeletal bones in c++ instead of the animation blueprint . After much research it became apparently obvious it is done by overriding NativePostEvaluateAnimation .

When trying to override it , it always fails . It turns out NativePostEvaluateAnimation is not even in the source code anymore !!??

On checking the docs , its there
https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Animation/UAnimInstance/index.html

But on checking AnimInstance.h in visual studio , its simply not there !! Only thing that sounds similar is NativePostEvaluateAnimation() but it doesnt feel like the function i need .

Is it something to do with 4.15 ? or am i doing something wrong ? Hope somebody clarify this problem…its been eating me up the whole day…i simply need to modify the transforms of my bones in c++ …thanks…

Did you ever work something out? I’m just upgrading from 4.7 and found the same thing. NativePostEvaluateAnimation is gone.

So far I’ve tried:

  • looking for other ways to set the pose in AnimInstance or directly to the skeleton, and I can’t find anything without mucking with the engine code.
  • creating my own UAnimGraphNode. I could definitely add my logic there, but the header location suggests that you’re not suppose to add GraphNodes in game code. Is that true?
  • I see you can expose a FPoseLink property on the AnimInstance and with that you can just wire that in to your Animation Blueprint. That would be perfect… but damned if I can work out how to get my FA2Pose in to a FPoseLink.

I’ll keep plugging away, but any solutions or insight would be appreciated in the meantime.