Gretings, I made a Custom AnimGraph Node, properly separating it into the Runtime and Editor Modules, and having it work as intended.
That was until I tried testing it as a Standalone Game, the code inside the Custom Node seems to just not be executing, the skeletal mesh just stands in its reference pose, I also have various AddOnScreenDebugMessage that don’t show up either.
The project Packages without errors, but when launching the executable I get the same behaviour.
To test If I made a programming error inside my Node’s h or cpp files, I made a new custom AnimGraph Node where I just copy pasted the code from the TwoWayBlend AnimGraph Node. I am still getting the same behaviour in this new node, where it works as intended inside editor but not in Packaged builds or in Standalone Game mode.
After this I though I made a mistake in the implementation of modules and found in the AnswerHub this Question
but its solution of manually implementing the modules just causes a packaging error, and the same still happens in standalone game mode.
Here I leave the code inside the Game.Build.cs file
using UnrealBuildTool;
public class PackTest : ModuleRules
{
public PackTest(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "AnimGraphRuntime" });
}
}
and the GameEditor.Build.cs
using UnrealBuildTool;
public class PackTestEditor : ModuleRules
{
public PackTestEditor(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "PackTest", "UnrealEd","AnimGraph",
"BlueprintGraph"});
}
}
Any help answering this question will be greatly apreciated.
Edit:
Seems like this was a bug for some time UE-22734
it says that it got resolved in january of 2016, but I’m experiencing the exact same circumstances described in it, so is it still a bug or is my code wrong?