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Custom Animation Node as a plugin - Is it possible?

My understanding of what can and can’t be done with Plugins is a bit (very) blurry. Is it possible to make custom animation nodes in a plugin, so that it will be easily shareable between different projects? Or do I absolutely have to edit the engine source code and recompile the engine for this?

Also, any sort of guidance on how to create a Hello World node would be appreciated. All I could find so far were outdated pre-4.6 code snippets with little to information on where and how to use the code…

thanks!

Allright, so I tried doing it just to see if I could make it work, but I’m stuck with a compilation error:

ad1ff2b167f41c9c3e1ed6fed03c5c3b3b583b9c.png

Here’s the content of the .generated.h.conflict file mentioned in the log: http://pastebin.com/UVg85NUM

What I notice in the .conflict file is that it says the .generated.h is already included, and it’s missing #pragma once. But #pragma once is there in the .h file… and if I remove the .generated.h include as it suggests, it gives me an error saying I need to include the .generated.h. I dunno what to make of this error message

Here’s some of the other files, and a picture of my entire plugin’s structure:
AnimNodeTest.Build.cs: http://pastebin.com/xPWXeZkY

AnimNode_TranslateWith.h: http://pastebin.com/iRnYZxQ4

AnimNode.TranslateWith.cpp: http://pastebin.com/MC98mjpG

cba7ec2d39727eace75001f312d505bdb31780e2.png

Don’t mind the name “TranslateWith” of my animation node. It’s just a name I got from following a tutorial on custom animation nodes, but then I changed all the code to try and copy AnimNode_Root which is already included in UE4. (just to see if I could get it working)