Navigation
API > API/Editor > API/Editor/SequenceRecorder > API/Editor/SequenceRecorder/FAnimationRecorder
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool TriggerRecordAnimation
(
USkeletalMeshComponent* Component |
Starts recording an animation. Prompts for asset path and name via dialog if none provided | AnimationRecorder.h | |
bool TriggerRecordAnimation
(
USkeletalMeshComponent* Component, |
AnimationRecorder.h |
TriggerRecordAnimation(USkeletalMeshComponent *)
Description
Starts recording an animation. Prompts for asset path and name via dialog if none provided
| Name | TriggerRecordAnimation |
| Type | function |
| Header File | /Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h |
| Include Path | #include "AnimationRecorder.h" |
| Source | /Engine/Source/Editor/SequenceRecorder/Private/AnimationRecorder.cpp |
bool TriggerRecordAnimation
(
USkeletalMeshComponent * Component
)
TriggerRecordAnimation(USkeletalMeshComponent *, const FString &, const FString &)
| Name | TriggerRecordAnimation |
| Type | function |
| Header File | /Engine/Source/Editor/SequenceRecorder/Public/AnimationRecorder.h |
| Include Path | #include "AnimationRecorder.h" |
| Source | /Engine/Source/Editor/SequenceRecorder/Private/AnimationRecorder.cpp |
bool TriggerRecordAnimation
(
USkeletalMeshComponent * Component,
const FString & AssetPath,
const FString & AssetName
)