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API > API/Editor > API/Editor/SequenceRecorder > API/Editor/SequenceRecorder/FAnimRecorderInstance
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Init
(
USkeletalMeshComponent* InComponent, |
AnimationRecorder.h | ||
void Init
(
USkeletalMeshComponent* InComponent, |
AnimationRecorder.h |
Init(USkeletalMeshComponent *, const FString &, const FString &, const FAnimationRecordingSettings &)
| Name | Init |
| Type | function |
| Header File | /Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h |
| Include Path | #include "AnimationRecorder.h" |
| Source | /Engine/Source/Editor/SequenceRecorder/Private/AnimationRecorder.cpp |
void Init
(
USkeletalMeshComponent * InComponent,
const FString & InAssetPath,
const FString & InAssetName,
const FAnimationRecordingSettings & InSettings
)
Init(USkeletalMeshComponent , UAnimSequence , FAnimationSerializer *, const FAnimationRecordingSettings &)
| Name | Init |
| Type | function |
| Header File | /Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h |
| Include Path | #include "AnimationRecorder.h" |
| Source | /Engine/Source/Editor/SequenceRecorder/Private/AnimationRecorder.cpp |
void Init
(
USkeletalMeshComponent * InComponent,
UAnimSequence * InSequence,
FAnimationSerializer * InAnimationSerializer,
const FAnimationRecordingSettings & InSettings
)