Custom AnimNode with 4.9P4 : can't find AnimNode_SkeletalControlBase

Hello,

I made with UE 4.8 a custom animnode inheriting from AnimNode_SkeletalControlBase, which was compiling just fine.

With 4.9P4, the compiler complains it can’t find AnimNode_SkeletalControlBase.h

Before, I had to include this file like that:

#include "Animation/BoneControllers/AnimNode_SkeletalControlBase.h"

Now, the file is located in this folder :

Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase

I tried various combinations, and the best I can get is this error:

D:\Epic\Epic Games\4.9\Engine\Source\Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h(12): fatal error C1083: Cannot open include file: 'AnimNode_SkeletalControlBase.generated.h': No such file or directory

My current target file is like that:

public BasketBallEditor(TargetInfo Target)
{
    PublicDependencyModuleNames.AddRange(
        new string[]
        {
            "Core",
            "CoreUObject",
            "Engine",
            "AnimGraph",
            "BasketBall"
        }
    );

    PrivateDependencyModuleNames.AddRange(
        new string[]
        {
            "InputCore",
            "AIModule",
            "AnimGraph",
            "BlueprintGraph",
            "UnrealEd"
        }
    );
}

With the header moved to anothe folder, I tried to add AnimGraphRuntime to the target file, but I did not have any success whatsoever.

What’s the correct setup to avoid those compilation errors?

Thanks!

Nevermind…

It works when I put AnimGraphRuntime in the target of the game, not the editor plugin.

Doh!

I had the similar problem and did the same fix. It works fine in editor and PIE. But when I build a standalone, it can’t load my custom Animnode and the Anim BP just doesn’t work. Does your custom animnode still work in standalone?

I had the similar problem . How to solve this problem?
in standalone,anim bp doesn’t work.

can u work now?