I tried do so in former 2, where I’m sure these lines are executed, But I cannot observe any change to the character.
BlueprintPostEvaluateAnimation() is even NOT called at all. ( That’s weird, according to the UAnimInstance source code, it’s invoked in PostEvaluateAnimation(). )
So where do you suggest me to inject these code to change final pose?
Thank you.
But it really turn back to what I ask in another thread earlier about:
How to manipulate AnimNode_* related class, and how to associate it with AnimInstance or AnimBlueprint ?
If someone can shed a light for this helpless lamb, please lend me a hand.
Thank you.
Here is my speculation so far after reading pages of API reference and tons of source code, although I’m not totally sure for all of them.
A Terminology mapping from UE4Editor to C++ API
A node in AnimGraph → FAnimNode_*
“Transform a bone” in AnimGraph → FAnimNode_SkeletalControlBase(?)
…
A state machine in AnimGraph → FAnimNode_StateMachine
A “pose link” in AnimGraph -> FComponentSpacePoseContext
Implementation of a state machine lies in FBakedAnimationStateMachine, while in AnimGraph, it’s wrapped in FAnimNode_StateMachine.
I’m sharing this in order to ease the pain who is striding the same path, and also welcome any correction or suggestion while I’m still digging.
I really hope there is someone who can share a little bit of experience about implement an AnimClass with AnimGraph in C++.
Thank you.
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Correction:
The animation graph node we can see in the Animation Blueprint Editor is actually defined based on FAnimGraphNode_Base, which belongs to “AnimGraph” module,
while FAnimNode_Base is the node working behind the scene and belongs to “AnimGraphRuntime.”