I’m working on a custom BlendSpace node that is a child of the FAnimNode_BlendSpacePlayer class. The functionality is there…until I expose the BlendSpace pin as a variable. Then my Blueprint won’t compile. The below video describes the issue.
The error seems to be rooted in the ValidateAnimNodeDuringCompilation function of the AnimGraphNode class for my node. The function is the following:
void UAnimGraphNode_BlendSpaceDMEvaluator::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton,
FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
ValidateAnimNodeDuringCompilationHelper(ForSkeleton, MessageLog, Node.GetBlendSpace(),
UBlendSpace::StaticClass(), FindPin(GET_MEMBER_NAME_STRING_CHECKED(FAnimNode_BlendSpaceDMEvaluator,
GetBlendSpace())), GET_MEMBER_NAME_CHECKED(FAnimNode_BlendSpaceDMEvaluator, GetBlendSpace()));
}
After printing to the log, I see that GetBlendSpace() returns a nullptr, which doesn’t make sense (to me), since GetBlendSpace() is a public function inherited from my node’s parent class that returns the parent class’s BlendSpace private member variable — the same BlendSpace member variable accessible in a standard BlendSpace Player.
Can anyone point me in the right direction?