Custom animation node has been deleted when I restart editor

I have created custom animation node. I placed AnimNode to ingame module and AnimGraphNode to editor-only module. I deployed custom animation node to animation blueprint and saved it. But When I restart editor, Custom animation node has been deleted. (Node wasn’t show up in the animation blueprint.)

[Deploy and Save]

[Restarted editor]


public class MyGame : ModuleRules
	public MyGame(ReadOnlyTargetRules Target) : base(Target)
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
		PublicDependencyModuleNames.AddRange(new string[] 


public class MyGameEditor : ModuleRules
    public MyGameEditor(ReadOnlyTargetRules Target) : base(Target)
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
		bFasterWithoutUnity = true;

		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "MyGame", "AnimGraph", "BlueprintGraph" });

        //Only if you created the Public and Private folder paths
            new string[]

            new string[]


public class MyGameEditorTarget : TargetRules
	public MyGameEditorTarget(TargetInfo Target) : base(Target)
		Type = TargetType.Editor;

		ExtraModuleNames.AddRange( new string[] { "MyGame", "MyGameEditor" } );


class MYGAMEEDITOR_API UMyAnimGraphNode_Recoil : public UAnimGraphNode_SkeletalControlBase
	UPROPERTY(EditAnywhere, Category = Settings)
	FMyAnimNode_Recoil Node;

	// UEdGraphNode interface
	virtual FLinearColor GetNodeTitleColor() const override;
	virtual FText GetTooltipText() const override;
	virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
	virtual FString GetNodeCategory() const override;

	// UAnimGraphNode_SkeletalControlBase interface
	virtual FText GetControllerDescription() const override;
	virtual const FAnimNode_SkeletalControlBase* GetNode() const override { return &Node; }
	// End of UAnimGraphNode_SkeletalControlBase interface

	/** Constructing FText strings can be costly, so we cache the node's title */
	FNodeTitleTextTable CachedNodeTitles;

Hi, Had you fixed this problem? I Had the same problem, and I fixed it.

Maybe you need to check you XXX.uplugin 's “Modules, LoadingPhase”

I Changed the “LoadingPhase" to Default , and the custom animnode which in plugin can be saved.

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