I have an Animation Blueprint that is not getting packaged regardless being present, I would like to get a workaround, here is the shot to proof that it’s there and the error:
- The AnimBlueprint is being “reparented” on the Editor to a custom AnimInstance Class I did on C++.
- I’m using it with a StaticLoad by code using:
MyAnimationBP = Cast(StaticLoadObject(UAnimBlueprint::StaticClass(), NULL, *AnimBPPathFString, NULL, LOAD_None, NULL));
To after assign it to an SkeletalMeshComponent on my Character trough: