A custom animation node derived from the FAnimNode_SkeletalControlBase does not work correctly

Speed Warp node is a class derived from FAnimNode_SkeletalControlBase.

Speed Warp class is just a dummy class, empty.

When I connect output of Speed Warp to Output Pose, FAnimNode_Base::Evaluate(...) { check(false); } called, so Unreal Editor crashes.


This is Leg IK node which is inside engine, also derived from FAnimNode_SkeletalControlBase

As you can see, the output of Leg IK is component space pose, which is correct.


I’ve tried overriding FAnimNode::Evaluate_AnyThread(...). In that case, code flow never reaches FAnimNode_EvaluateComponentSpace_AnyThread(...) .

So what’s the problem in this case?