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 All I could find so far were outdated pre-4.6 code snippets with little to information on where and how to use the code…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:

Here’s the content of the .generated.h.conflict file mentioned in the log: // Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. /*============ - Pastebin.com

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: // Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.using UnrealBuil - Pastebin.com

AnimNode_TranslateWith.h: // #pragma once#include "Engine.h"#include "Animation/AnimNodeBase.h" - Pastebin.com

AnimNode.TranslateWith.cpp: #include "AnimNodeTestPrivatePCH.h"#include "AnimNode_TranslateWith.h"// - Pastebin.com

37f6f1ae04d8e12d06f7a58b69483ffd.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)