UCLASS()
class TEMPLATE_API UAnimationInstance : public UAnimInstance
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, meta = (BlueprintThreadSafe))
void UpdateView();
}
I just want to call the method ‘UpdateView’ in the AnimGraph of my Animation Blueprint, which inherits from AnimationInstance.cpp. But I only see engine methods. My method is not visible. What’s the issue? If I do the same thing, but through Blueprint—by creating a function and setting BlueprintThreadSafe to true—it works fine. But it doesn’t work through C++.
This guy calls the method directly in the AnimGraph, but he does it using a Blueprint function, whereas I need to implement it through C++. If you write “callfunction” when calling a method in AnimGraph so the engine function will be displayed, but I need my function to be there too, do you understand what I mean?
I closed the editor and made a Build Solution. Still not. I even reinstalled the engine, it doesn’t help either. Here is the full photo showing the Parent Class
The thing is when I create a blueprint function, I see it and everything is fine. But I can’t see it through C++. Maybe I have a problem with Visual Studio or Rider?
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Animation/AnimInstance.h"
#include "AnimationInstance.generated.h"
/**
*
*/
UCLASS()
class RIDERHOT_API UAnimationInstance : public UAnimInstance
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, meta = (BlueprintThreadSafe))
void UpdateView(){ };
UFUNCTION(BlueprintCallable, meta = (BlueprintThreadSafe))
void PlayTest(){ };
};