I’d like to take the existing LookAt node and add my own output pins. At first I thought I could merely add another property to FAnimNode_LookAt and declare it as an output. That didn’t pan out. Then I’ve been looking at what it would take in the code to make my change. I’m a veteran C++ developer and I wrote lots of my own Animation blends in Unreal 3 in C++ so I took a look at what that might take… it looks very difficult to do. Am I crazy thinking that I can add output pins to animation blends? There are no existing examples. There are no blueprint nodes that take in an animation pose and output anything other than an animation pose.
I want the amount of incremental motion of the effector bone from the LookAt node to be an output as a pin so I can drive my eye morphs from it. The value I want is computed in the LookAt node. I just need to output it somehow. I’m afraid Unreal 4 doesn’t do that. Am I correct? Is there a simple way to add an output pin to an animation node? My money is on “no”. But it would be so useful to do that that I have to ask.
Scott