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!