Hello - I am attempting to create a custom animation node.
I want to use AnimNode_Base
as the parent class, but it is not listed in the new class dialog:
I can only find AnimGraphNode_Base
, which is fine as I need to create that too:
This is my plugin’s build.cs:
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class TwistBones : ModuleRules
{
public TwistBones(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine"
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Slate",
"SlateCore",
"InputCore",
"HTTP",
"AnimGraph",
"BlueprintGraph",
"UnrealEd"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}
What am I missing to get this to show up in the new class dialog?