Creating a new AnimGraph node type

Any guides on this ? Ive basically just tried copying AnimNode_SequencePlayer.cpp/h and AnimGraphNode_SequencePlayer.cpp/h from the engine source, and put the AnimGraphNode into my Editor module, and AnimNode into my Runtime module, but they are MinimalAPI so i cannot inherit from them ?

Either way, I’d have no idea where to even start on this, and the only reason I’d have to is because NORMAL BP nodes are not usable in the pose graph in an AnimBP ? I’ve debugged and my code is not executed, even though it doesn’t have an exec pin (it’s a const method of an AnimTable asset I’ve made).

What I want to accomplish is to be able to play animations by name, using this AnimTable asset to bind names->animation sequences. This is so that my AnimBPs are not all exactly the same except for some animation sequences being slightly changed. My AnimTable already has BP nodes that allow this lookup, but as I said, normal BP nodes are not executed in pose graph. So how would you implement getting sequences out of a table asset by name lookup instead of hardcoded into the AnimBP ? Of course, the AnimBP instances would inherit from one I’ve made that has a reference to the AnimTable used.