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API > API/Editor > API/Editor/SequenceRecorder > API/Editor/SequenceRecorder/FAnimationRecorder
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ProcessRecordedTimes
(
UAnimSequence* AnimSequence, |
Process any time data captured and apply it to the bones on the given SkeletalMeshComponent. | AnimationRecorder.h | |
void ProcessRecordedTimes
(
UAnimSequence* AnimSequence, |
AnimationRecorder.h |
ProcessRecordedTimes(UAnimSequence , USkeletalMeshComponent , const FTimecodeBoneMethod &, const FProcessRecordedTimeParams &)
Description
Process any time data captured and apply it to the bones on the given SkeletalMeshComponent.
| Name | ProcessRecordedTimes |
| 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 ProcessRecordedTimes
(
UAnimSequence * AnimSequence,
USkeletalMeshComponent * SkeletalMeshComponent,
const FTimecodeBoneMethod & TimecodeBoneMethod,
const FProcessRecordedTimeParams & TimecodeInfo
)
ProcessRecordedTimes(UAnimSequence , USkeletalMeshComponent , const FString &, const FString &, const FString &, const FString &, const FString &, const FString &, const FString &, const FTimecodeBoneMethod &)
| Name | ProcessRecordedTimes |
| 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 ProcessRecordedTimes
(
UAnimSequence * AnimSequence,
USkeletalMeshComponent * SkeletalMeshComponent,
const FString & HoursName,
const FString & MinutesName,
const FString & SecondsName,
const FString & FramesName,
const FString & SubFramesName,
const FString & SlateName,
const FString & Slate,
const FTimecodeBoneMethod & TimecodeBoneMethod
)