Hi Guys,
I’ve started recently trying to implement anim blueprints. I actually have a base template working and I’m now going to delve more into the details, but there are strange errors that occur if I change some things… and actually make the code more similar to the actual engine code… Which well I thought would be the best implementation… Do you guys happen to know why this happens?
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When overriding the toolTipText, category and others of the UAnimGraphNode_Base, if I use LOCTEXT_NAMESPACE and respective LOCKTEXT, the node won’t appear in the anim graph. I can search but nothing appears. The moment I remove this and use the other code to generate the FText, the issue is solved. But using the LOCTEXT_NAMESPACE is the way to go in the source code of UE…
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If I try to use UCLASS(MinimalAPI) it breaks everything and shows a lot of errors… Shouldn’t this work directly?
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UAnimGraphNode_Base constantly gives the warning of incomplete type is not allowed.
I leave my code below… maybe these are a lot of questions and I’m taking too much of your time… :S But any help to any of these topics would be more than welcome!
Thank you so much!
.h
#pragma once
#include "Editor//AnimGraph//Classes//AnimGraphNode_Base.h"
#include "MyClassAnimNode.h"
#include "MyClassBehavNode.generated.h"
UCLASS()
class MYPROJECT_API UMyClassBehavNode : public UAnimGraphNode_Base {
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category = Settings)
FMyClassAnimNode Node;
public:
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetTooltipText() const override;
virtual FString GetNodeCategory() const override;
};
.cpp
#include "MyProject.h"
#include "Editor//AnimGraph//Private//AnimGraphPrivatePCH.h"
#include "Editor//GraphEditor//Public//GraphEditorActions.h"
#include "Editor//UnrealEd//Public//ScopedTransaction.h"
#include "MyClassBehavNode.h"
//#define LOCTEXT_NAMESPACE "A3Nodes"
UMyClassBehavNode::UMyClassBehavNode(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UMyClassBehavNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
//return LOCTEXT("Stuffs", "Stuffs 2");
return FText::FromString(FString("Import Stuffs"));
}
FString UMyClassBehavNode::GetNodeCategory() const
{
return TEXT("Tools");
}
FLinearColor UMyClassBehavNode::GetNodeTitleColor() const
{
return FLinearColor(0.27f, 0.51f, 0.71f);
}
FText UMyClassBehavNode::GetTooltipText() const
{
//return LOCTEXT("Stuffs", "Stuffs 2");
return FText::FromString(FString("Import Stuffs"));
}
//#undef LOCTEXT_NAMESPACE