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bool |
bEvaluateAllSkeletalMeshComponents |
If true we evaluate all other skeletal mesh components under the same actor, this may be needed for example, to get physics to get baked |
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bool |
bExportAttributeCurves |
If enabled, export the attribute curves from the animation |
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bool |
bExportMaterialCurves |
If enabled, export the material curves from the animation |
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bool |
bExportMorphTargets |
If enabled, export the morph targets from the animation |
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bool |
bExportTransforms |
If enabled, export the transforms from the animation |
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bool |
bRecordInWorldSpace |
If enabled we record in World Space otherwise we record from 0,0,0 |
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bool |
bTransactRecording |
Whether or not to transact the animation sequence data recording |
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TEnumAsByte< ERichCurveInterpMode > |
CurveInterpolation |
This defines how values between keys are calculated for curves |
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FFrameNumber |
DelayBeforeStart |
Number of Display Rate frames to delay at the same frame before doing the export. |
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TArray< FString > |
ExcludeAnimationNames |
Exclude all animation bones/curves that match this list |
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TArray< FString > |
IncludeAnimationNames |
Include only the animation bones/curves that match this list |
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EAnimInterpolationType |
Interpolation |
This defines how values between keys are calculated for transforms |
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FFrameNumber |
WarmUpFrames |
Number of Display Rate frames to evaluate before doing the export. |