Correct way to implement a new AnimGraphNode?

Following the tutorials on the wiki, I got a custom skeletal control (based on FAnimNode_SkeletalControlBase) implemented as well as its AnimGraphNode counterpart (based on UAnimGraphNode_SkeletalControlBase) and they both work happily in editor when compiling with the DevelopmentEditor target selected.

If I understand things correctly, the custom AnimNode should live in the main game module as it provides in-game functionality, while the AnimGraphNode should reside in the editor module as it is only meant to provide an UI representation of the node. This seems to be supported by the fact that UAnimGraphNode_SkeletalControlBase depends on some UnrealEd modules and won’t compile correctly without editor support, too.

Still, when I try to compile or run the game without editor support, the engine crashes because it seems to be unable to locate the AnimGraphNode! Am I missing something?

This is an extract of the log showing the errors:

[2014.11.13-17.29.03:359][  0]LogLinker:Warning: Can't find file for asset '/Script/FooEditor' while loading NULL.
[2014.11.13-17.29.03:359][  0]LoadErrors: Info Failed to load /Game/Characters/FooChar/Vehicle/Meshes/SK_FooCharVehicle_01_AnimBlueprint.SK_FooCharVehicle_01_AnimBlueprint_C Referenced by EdGraphPin_3310 Property /Script/Engine.EdGraphPin:LinkedTo
[2014.11.13-17.29.03:359][  0]LogUObjectGlobals:Warning: Failed to load '/Script/FooEditor': Can't find file for asset '/Script/FooEditor' while loading NULL.
[2014.11.13-17.29.03:359][  0]LogLinker:Warning: CreateExport: Failed to load Outer for resource 'EdGraphPin_3327': FooAnimGraphNode_Spring /Game/Characters/FooChar/Vehicle/Meshes/SK_FooCharVehicle_01_AnimBlueprint.SK_FooCharVehicle_01_AnimBlueprint:AnimGraph.FooAnimGraphNode_Spring_1

Thanks in advance!

Just for reference, after posting this I found a related (but unanswered) question about this issue in Unreal Engine 4.4 where user trethaller shared an hack to make standalone testing work again.

Still, this is far from an ideal solution and it would be nice to have some feedback from Epic…

I believe this is the information you need to setup the standalone support for your UnrealEd extension: How can we Ship Games that use custom animation nodes?

Thanks for your reply! I already checked out that question before posting this one, but unfortunately the solution posted there doesn’t seem to work for me, nor for the other people in the thread I linked above.

In that thread, it was suggested by another user to change the module type to Developer (instead than using Editor) to be able to both test and package the game properly. While that seems to do the trick, it still it feels more like a workaround to me than a proper solution: i.e. what’s the point of having a module of type Editor if some editor functionality can’t exist in it?