Hello Community !!
im trying to create a custom widget control on my custom node, (clone of Sequence player node), so for that i need SAnimationGraphNode (@AnimationBlueprintEditor/Private module) whenever i try to include it
#include “AnimationNodes/SAnimationGraphNode.h”
it gives me on output:
fatal error C1083: Cannot open include file: ‘AnimationNodes/SAnimationGraphNode.h’: No such file or directory.
GameEditor.Build.cs :
PublicDependencyModuleNames.AddRange
(
new string]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"AnimationCore",
"AnimGraphRuntime",
"AnimationBlueprintEditor", /* <---- Just in case i need some other headers */
"BlueprintGraph",
"CoopGame"
}
);
PrivateDependencyModuleNames.AddRange
(
new string]
{
"UnrealEd",
"GraphEditor",
"AnimGraph",
"AnimationBlueprintEditor", /* <---- target file is inside private folder*/
"PropertyEditor",
"EditorStyle",
"Slate",
"SlateCore",
}
);
Currently workarounds:
- Include full path directly on project->nmake->include paths, same error.
- include the full path:
#include “Editor\AnimationBlueprintEditor\Private\AnimationNodes\SAnimationGraphNode.h”, no include error, but then i got the linker errors (LNK2019, LNK1120) on the construct function: SAnimationGraphNode::Construct(SAnimationGraphNode::FArguments(), InNode);
cpp file:
void SGraphNode_CustomNode::Construct(const FArguments& InArgs, UAnimGraphNode_Base* InNode)
{
this->GraphNode = InNode;
this->SetCursor(EMouseCursor::CardinalCross);
this->UpdateGraphNode();
// if i comment this line, compile ok w/o linker errors, but then i dont have any widget control.
SAnimationGraphNode::Construct(SAnimationGraphNode::FArguments(), InNode);
}
Win 10x64, VS2015 Update3.
UE4.18.1
so obviously im doing something wrong, can anyone point me the right direction ?