Custom AnimNode disappears from the AnimBlueprint when the AnimBlueprint is assigned to a Character

I have created a C++ plugin to implement new functionalities using inverse kinematics inside a custom AnimNode. I already have the folder structure done, the code that defines the node behavior works properly, the node appears in the AnimBlueprint and I can use it without any problems.

For my character to use my AnimBlueprint in game, I have assigned inside the CharacterBlueprint the AnimBlueprint that has my custom AnimNode. As long as I don’t close the project this works properly. But before I close it, if I save the CharacterBlueprint with my AnimBlueprint assigned to it , the next time I start UE my AnimNode disappears from the AnimBlueprint . And if I want it to reappear, I have to unassign my AnimBlueprint from the CharacterBlueprint and restart UE.

However, as long as the AnimBlueprint is not assigned to any CharacterBlueprint , the AnimNode does not disappear even if I restart UE. So the AnimNode only disappears when I restart UE and a CharacterBlueprint has my AnimBlueprint saved.

I suspect I may be missing something in the editor part of the plugin that prevents my AnimNode from disappearing when I restart UE while a character is using my AnimBlueprint .

Does anyone know what could be the cause of this bug?
Thank you very much for your help!

Welcome to the Unreal Engine forums @jigualba.

This topic has been moved from International to Character & Animation.

When posting, please review the categories to ensure your topic is posted in the most relevant space. Hopefully, the category change will help you to get an answer.

In the meantime, good luck and happy developing! :slight_smile:

This.

a. Check log. I’m pretty sure there is a warning message explaining why animation node couldn’t be loaded.
b. Compare your code with built-in animation nodes. They’re located in Engine/Source/Runtime/AnimGraphRuntime and Engine/Source/Editor/AnimGraph
c. Note that type of editor module was changed to “UncookedOnly” (in uplugin or uproject file).

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thanks for your advice! The log gave me a clue as to why the node was not loading properly.

If it happens to anyone else, my solution was to change the loading phase of the editor module to “PreDefault”, instead of “Default”, inside the .uplugin file. Now it works fine

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If you arent developing a plugin to sell/give out, then the better way of doing the same thing would be to create a custom extended animation blueprint class.
This way, you have to create & assing a special ABP, and theres no way the editor can mess with anything…

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