Dear Wonderful Friends at Epic,
Thank you for the UE4 Engine! Yay!
I am trying to add some variables to my AnimBlueprint so that I can set up my own footplacement system, setting the BCS_WorldSpace skel controllers within the blueprint itself, from FVectors I calculate in code.
I can create and set the vars if they are on my Character blueprint and they show up in the Character blueprint in editor:
**But I cannot figure out how to access these custom vars from the Animblueprint graph page**, there's no way I can find to cast from Character to my specific Character class and access these vars
So I tried to extend AnimBlueprint as follows
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
#include "VictoryAnimBlueprint.generated.h"
UCLASS(dependson=(UBlueprint, UAnimInstance), BlueprintType)
class UVictoryAnimBlueprint : public UAnimBlueprint
{
GENERATED_UCLASS_BODY()
/** Left Foot IK Translation*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FootPlacement)
FVector LeftFootIKTranslation;
/** Right Foot IK Translation*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FootPlacement)
FVector RightFootIKTranslation;
};
**But I simply cannot find a way to actually create this extended blueprint in the editor**,
**I cannot make a regular blueprint of it, AnimBlueprint is not an option on the list under Object**
And when creating an AnimBlueprint there's no option to pick any subclasses of itself....
soooo
**How do I get my Footplacement WorldSpace FVectors set via C++ overs to my AnimBlueprint?**
:)
Rama