I’d like to introduce a new type of animation node.
I created a stub class that derives from FAnimNode_SkeletalControlBase:
USTRUCT()
struct FAnimNode_LegsWalk : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY();
FAnimNode_LegsWalk() {}
virtual void GatherDebugData( FNodeDebugData& DebugData ) override {}
virtual void EvaluateBoneTransforms( USkeletalMeshComponent* SkelComp, const FBoneContainer& RequiredBones, FA2CSPose& MeshBases, TArray<FBoneTransform>& OutBoneTransforms ) override {}
virtual bool IsValidToEvaluate( const USkeleton* Skeleton, const FBoneContainer& RequiredBones ) override {}
private:
virtual void InitializeBoneReferences( const FBoneContainer& RequiredBones ) override {}
};
It’s really just an empty class at this point, a part of my game’s custom module. The thing is - after I compile it and run the editor, it doesn’t show up in the animation nodes menu.
How do I get it to register correctly?
My guess is that I’m missing some glue code here.
Could anyone tell me what it is?
Thanks