I am trying to create animation plugin similar to the one already in the engine. I have custom blueprint graph system already implemented, but I am stuck on compilation step.
Even after many days in Kismet module, I am confused where does UBlueprintGeneratedClass go after being compiled. During the compilation time, I have stored data in the UBlueprintGeneratedClass instance (NewClass variable in KismetCompiler), but how would one access that data?
I guess it would be clearer with an example.
When MyAnimBlueprint is being compiled, I would like to generate a random name (FName RandName) and associate it with the blueprint.
So when I create an object from MyAnimBlueprint, I would like to access that RandName.
The same is happening with nodes and connections in the Animation Blueprint system already in the engine.
- During compilation a data is stored in UAnimBlueprintGeneratedClass
- USkeletalMeshComponent can access the data in UAnimInstance instance created from given blueprint
Any help or pointers would be appreciated!