FAnimationRecorder

Records the mesh pose to animation input

Windows
MacOS
Linux

Inheritance Hierarchy

FGCObject

FAnimationRecorder

References

Module

SequenceRecorder

Header

/Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h

Include

#include "AnimationRecorder.h"

Syntax

struct FAnimationRecorder : public FGCObject

Remarks

Records the mesh pose to animation input

Variables

Name Description

Public variable

FAnimationSeria...

 

AnimationSerializer

Serializer, if set we also store data out incrementally while running

Public variable

uint8: 1

 

bAutoSaveAsset

If true, asset will be saved to disk after recording.

Public variable

uint8: 1

 

bCheckDeltaTimeAtBeginning

If true we check delta time at beginning of recording

Public variable

uint8: 1

 

bRecordCurves

Whether or not to record curves

Public variable

uint8: 1

 

bRecordLocalToWorld

If true, it will record root to include LocalToWorld

Public variable

uint8: 1

 

bRecordTransforms

Whether or not to record transforms

Public variable

uint8: 1

 

bRemoveRootTransform

If true, the root bone transform will be removed from all bone transforms

Public variable

ERichCurveInter...

 

InterpMode

The interpolation mode for the recorded keys

Public variable

ERichCurveTange...

 

TangentMode

The tangent mode for the recorded keys

Constructors

Name Description

Public function

FAnimationRecorder()

Destructors

Name Description

Public function

~FAnimationRecorder()

Functions

Name Description

Public function Const

UAnimSequenc...

 

GetAnimationObject()

Public function Static

void

 

GetBoneTransforms

(
    USkeletalMeshComponent* Compon...,
    TArray< FTransform >& BoneTransfor...
)

Helper function to get space bases depending on master pose component

Public function Const

const FTrans...

 

GetInitialRootTransform()

Public function Const

float

 

GetTimeRecorded()

Public function Const

bool

 

InRecording()

Public function

void

 

ProcessRecordedTimes

(
    UAnimSequence* AnimSequence,
    USkeletalMeshComponent* Skelet...,
    const FString& HoursName,
    const FString& MinutesName,
    const FString& SecondsName,
    const FString& FramesName,
    const FString& SubFramesName,
    const FString& SlateName,
    const FString& Slate
)

Public function

bool

 

SetAnimCompressionScheme

Public function

void

 

SetSampleRateAndLength

(
    float SampleRateHz,
    float LengthInMinutes
)

Sets a new sample rate & max length for this recorder. Don't call while recording.

Public function

void

 

StartRecord

(
    USkeletalMeshComponent* Compon...,
    UAnimSequence* InAnimationObje...
)

Public function

UAnimSequenc...

 

StopRecord

(
    bool bShowMessage
)

Public function

bool

 

TriggerRecordAnimation

(
    USkeletalMeshComponent* Compon...
)

Starts recording an animation. Prompts for asset path and name via dialog if none provided

Public function

bool

 

TriggerRecordAnimation

(
    USkeletalMeshComponent* Compon...,
    const FString& AssetPath,
    const FString& AssetName
)

Starts recording an animation. Prompts for asset path and name via dialog if none provided

Public function

void

 

UpdateRecord

(
    USkeletalMeshComponent* Compon...,
    float DeltaTime
)

Overridden from FGCObject

Name Description

Public function Virtual

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

FGCObject interface start.

Constants

Name

Description

DefaultSampleRate

UnBoundedFrameCount

Frame count used to signal an unbounded animation

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