I Try To Override Animation Classes To realize my own behavior, Because UAnimSingleNodeInstance a real weak!
Well, What I’ve done:
class MyAnimMultiNode : public UAnimInstance
class MyAnimMultiNodeProxy : public FAnimInstanceProxy
Create and Use some existed nodes for Poses
A little remade USkeletalMeshComponent - for right tick and processing my MyAnimMultiNode, because for default only SingleNodeInstance can be used or BluePrintTypes
All compiled okey, but i get some trouble for linking:
Unresolved external symbol for FAnimTrack::IsAdditive
Unresolved external symbol for FAnimTrack::IsRotationOffsetAdditive
Unresolved external symbol for FAnimNotifyQueue::AddAnimNotifies
Unresolved external symbol for FAnimNotifyQueue::Reset
I do not use these methods directly! They are used just in the parent classes UAnimInstance and FAnimInstanceProxy
For FAnimTrack Unresolved because Before these functions are not declared ENGINE_API - And i think And They are not included in the module(It is my version, mb this not right)
FAnimNotifyQueue Generally not included in the module “Engine”
But according to the documentation they are all located in this module “Engine”:
https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Animation/FAnimNotifyQueue/index.html
How can I solve this problem, maybe I need something done with *.Build.cs
This of course I can solve everything simply by including .cpp Files, but hmmm… including .cpp… I do not think that this is a good way
I really need help on this issue