I tried that a little later after some research, I found this site
I followed it to the letter but its not recognizing UMyAnimInstanceClass in the character class.
PlayerCharacter.cpp
void APlayerCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
UMyAnimInstance * Animation = Cast<UMyAnimInstance>(Mesh->GetAnimInstance());
Animation->AimRight += Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds();
}
MyAnimInstance.h
#pragma once
#include "Animation/AnimInstance.h"
#include "MyAnimInstance.generated.h"
/**
*
*/
UCLASS(transient, Blueprintable, hideCategories = AnimInstance, BlueprintType)
class UMyAnimInstance : public UAnimInstance
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
float AimUp;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
float AimRight;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
bool Running;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
bool Jumping;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Gameplay)
float AnimationNumber
};
is there something im missing?