# Custom animation node not working in standalone

**URL:** <https://forums.unrealengine.com/t/custom-animation-node-not-working-in-standalone/70106>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [July 28, 2016, 12:57pm UTC](https://forums.unrealengine.com/t/custom-animation-node-not-working-in-standalone/70106 "2016-07-28T12:57:06Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![SoulDende11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SoulDende11](https://forums.unrealengine.com/u/SoulDende11)\
**Post date:** [July 28, 2016, 12:57pm UTC](https://forums.unrealengine.com/t/custom-animation-node-not-working-in-standalone/70106/1 "2016-07-28T12:57:06Z")

</div>

Hi everyone,  
I’m having a problem with my custom animation node.  
I followed this documentation to create it:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

and this to create the custom editor module:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

It’s all working, my animation node works and everything is cool when I play in editor, but when I play in standalone, it doesn’t work.

Can someone help me with this problem?

---

<div class="post-metadata">

**Author:** ![SoulDende11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SoulDende11](https://forums.unrealengine.com/u/SoulDende11)\
**Post date:** [July 28, 2016, 1:04pm UTC](https://forums.unrealengine.com/t/custom-animation-node-not-working-in-standalone/70106/2 "2016-07-28T13:04:16Z")

</div>

This is my configuration for the modules. It’s the first time I do this type of things, so if there is something stupid, please tell me 🙂

MyGame.Build.cs

```auto

using UnrealBuildTool;

public class MyGame: ModuleRules
{
	public MyGame(TargetInfo Target)
	{
		PublicDependencyModuleNames.AddRange(
          new string] {
            "Core",
            "CoreUObject",
            "Engine",
            "InputCore",
            "Landscape",
            "UMG",
            "Slate",
            "SlateCore",
            "AnimGraphRuntime"
        });

        if (UEBuildConfiguration.bBuildEditor == true)
        {
            PublicDependencyModuleNames.AddRange(
                new string] {
                    "MyGameEditorExtension"
                }
            );
 
            CircularlyReferencedDependentModules.AddRange(
                new string] {
                    "MyGameEditorExtension",
                }
            );
        }
	}
}

```

MyGameEditorExtension.Build.cs

```auto

using UnrealBuildTool;
 
public class MyGameEditorExtension: ModuleRules
{
    public MyGameEditorExtension(TargetInfo Target)
    {

        PublicIncludePaths.AddRange(
                new string]{
                    "MyGameEditorExtension/Public"
            }
        );

        PrivateIncludePaths.AddRange(
                new string] {
                    "MyGameEditorExtension/Private"
            }
        );
        PublicDependencyModuleNames.Add("MyGame");

        PrivateIncludePaths.Add("EditorModule/Private");
 
        PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore", });
 
        PrivateDependencyModuleNames.AddRange(new string] { "UnrealEd", "BlueprintGraph", "AnimGraph", });
   
        PublicDependencyModuleNames.AddRange(
             new string] {
                    "MyGame"
                }
        );
 
        CircularlyReferencedDependentModules.AddRange(
            new string] {
                    "MyGame",
                }
        );
    }
}

```

MyGame.Target.cs

```auto

...

public override void SetupBinaries(
		TargetInfo Target,
		ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
		ref List<string> OutExtraModuleNames
		)
	{
		OutExtraModuleNames.AddRange( new string] { "MyGame" } );

        if (UEBuildConfiguration.bBuildEditor)
        {
            OutExtraModuleNames.Add("MyGameEditorExtension");
        }
    }

...

```

MyGameEditor.Target.cs

```auto

...

public override void SetupBinaries(
		TargetInfo Target,
		ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
		ref List<string> OutExtraModuleNames
		)
	{
		OutExtraModuleNames.AddRange( new string] { "MyGame" } );
        OutExtraModuleNames.Add("MyGameEditorExtension");
    }

...

```

---

<div class="post-metadata">

**Author:** ![SoulDende11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SoulDende11](https://forums.unrealengine.com/u/SoulDende11)\
**Post date:** [July 29, 2016, 7:54am UTC](https://forums.unrealengine.com/t/custom-animation-node-not-working-in-standalone/70106/3 "2016-07-29T07:54:11Z")

</div>

Ok, I solved it.

This was my .uproject module configuration:

```auto

"Modules": 
	{
		"Name": "MyGame",
		"Type": "Runtime",
		"LoadingPhase": "Default",
		"AdditionalDependencies": 
			"Engine",
			"CoreUObject"
		]
	},
	{
            "Name": "MyGameEditorExtension",
            "Type": "Editor",
            "LoadingPhase": "PostEngineInit"
        }
	]

```

I have edited the type and the loading phase of my editor extension module:

```auto

"Modules": 
	{
		"Name": "MyGame",
		"Type": "Runtime",
		"LoadingPhase": "Default",
		"AdditionalDependencies": 
			"Engine",
			"CoreUObject"
		]
	},
	{
            "Name": "MyGameEditorExtension",
            "Type": "Runtime",
            "LoadingPhase": "Default"
        }
	]

```

---

<div class="post-metadata">

**Author:** ![Elathan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Elathan](https://forums.unrealengine.com/u/Elathan)\
**Post date:** [January 31, 2018, 11:31pm UTC](https://forums.unrealengine.com/t/custom-animation-node-not-working-in-standalone/70106/4 "2018-01-31T23:31:06Z")

</div>

I had the same problem but wasn’t too happy to change my editor module to runtime.

Got some help from Epic, here is the solution:

“Editor modules need to be marked as “Developer” rather than “Editor” to run in Standalone.”

Changing the Type to “Developer” instead of “Runtime” should work too.

---

<div class="post-metadata">

**Author:** ![BrUnO\_XaVIeR](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bruno_xavier/32/1110230_2.png) [@BrUnO\_XaVIeR](https://forums.unrealengine.com/u/BrUnO_XaVIeR)\
**Post date:** [February 1, 2018, 3:42am UTC](https://forums.unrealengine.com/t/custom-animation-node-not-working-in-standalone/70106/5 "2018-02-01T03:42:14Z")

</div>

Oh this is why some developers have issues when they package “Development” builds; I actually only package in “Shipping” mode for test, so I don’t see the problems they have when they package a test build… Looks like I have some updates to do, add a “Developer” module for the people building in Development mode with custom nodes included and remove those nodes from “Editor” module :3
