Implementing new skeletal controls (c++)

anonymous_user_d9391390
Thu, 18 Dec 2014 18:25:06 +0000
C++

Hi,

I would like to implement my own skeletal controls for use in an anim graph. In my particular case, I’m seeking to recreate the SkelControlLookAt of UE3, which contained mechanics to limit/bound the extent to which the bone could rotate (mechanics not found in Skeletal control ‘Look At’ - I’m using ue4.5)

I can create a new struct inheriting from FAnimNode_SkeletalControlBase, and the project compiles successfully. However, I can’t get the new skeletal control to show up in the list of skeletal controls on any anim graph (I’ve also tried restarting ue4). Can anyone offer any helpful advice on where I’m going wrong?

Many thanks,

USTRUCT()
struct MYGAME_API FAnimNode_Aim : public FAnimNode_SkeletalControlBase

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