I have the following custom animnode, with matching animgraphnode, but the pins “Yaw” and “Pitch” aren’t showing up. Do I have to initialize the pins anywhere?
USTRUCT(BlueprintInternalUseOnly)
struct EMPIRES_API FAnimNode_Turret
: public FAnimNode_SkeletalControlBase
{
GENERATED_BODY()
public:
FAnimNode_Turret();
UPROPERTY(EditAnywhere, Category = Settings)
FBoneReference TurretBone;
UPROPERTY(EditAnywhere, Category = Settings)
FBoneReference BarrelBone;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShowByDefault))
float Yaw;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Settings, meta = (PinShowByDefault))
float Pitch;
virtual void GatherDebugData(FNodeDebugData& DebugData) override;
virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
private:
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
FCompactPoseBoneIndex CachedTurretBoneIndex;
FCompactPoseBoneIndex CachedBarrelBoneIndex;
};