I made a C++ code for a custom blueprint node, but I can’t see it in the graph editor. Did I forget to do something. This is my code.
Header
#pragma once
#include "EdGraph/EdGraphNode.h"
#include "EdGraph/EdGraphSchema.h"
#include "RenderViewToTexture.generated.h"
/**
*
*/
UCLASS()
class URenderViewToTexture : public UEdGraphNode
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintPure, meta = (HidePin = "Render View to Texture", DefaultToSelf = "Render View to Texture", FriendlyName = "Render View to Texture", CompactNodeTitle = "Render", Keywords = "render view texture camera"), Category = "Test")
static float RenderView(UCameraComponent* cameraView);
};
CPP:
#include "Coding.h"
#include "RenderViewToTexture.h"
URenderViewToTexture::URenderViewToTexture(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
float URenderViewToTexture::RenderView(UCameraComponent* cameraView)
{
return 1;
}