Load editable custom AnimationNodeExtension directly in AnimationNodeStateMachine without saving as a ressource

Godot Version

4.7.1.stable

Question

Hi ! I’m not sure if i should put it here or in Animation but i feel like it belongs here more.

I extended AnimatedNodeExtension and overriden process_animation_node to have a randomizer between difrent idle or attack or such but when i got to implement it to try it, it did not show up in the right click UI in my AnimationTree’s AnimationNodeStateMachine.

I did try the load button at the bottom and realized that it needed to be a ressource to be put in, is there a way to instantiate it as a local empty ressource instead of having to create ressources in my assets ?
Like you can do with BlendTree ou StateMachine that you can just instantiate inside the AnimationTree.

I have a feeling it’s because it do not extends AnimationRootNode but was wondering if it was still possible somehow ? It would feel way more coherent if it behaved like the other AnimationNode instead of a loaded ressource.

Actually, i only tried making the ressource after posting but i get an error telling me :
“This type of node can’t be used. Only roo nodes are allowed.”

But the wiki/doc states that it is supposed to “exposes the APIs of AnimationRootNode to allow users to extend it from GDScript […] It is used to create custom nodes for the AnimationTree system.” On the description of the node .

So, IDK but i feel like there’s something wrong and it do not do what it is intended to because it do not inherit AnimationRootNode ? Or did i miss something ?