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API > API/Runtime > API/Runtime/SequenceRuntimeRecorder
Base interface for animation recorders. Inheriting from this interface allows different animation recording implementations as required.
| Name | IAnimationRecorder |
| Type | struct |
| Header File | /Engine/Source/Runtime/SequenceRuntimeRecorder/Public/IAnimationRecorder.h |
| Include Path | #include "IAnimationRecorder.h" |
Syntax
struct IAnimationRecorder
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IAnimationRecorder() |
IAnimationRecorder.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FTransform & GetInitialRootTransform() |
Returns the root bone transform captured at the start of recording. | IAnimationRecorder.h | |
bool InRecording() |
Returns true if a recording is currently in progress. | IAnimationRecorder.h | |
void ProcessRecordedTimes
(
UAnimSequence* AnimSequence, |
Process any time data captured and apply it to the bones on the given SkeletalMeshComponent. | IAnimationRecorder.h | |
void SetCurrentFrameTimeGetter
(
TFunction< TOptional< FQualifiedFrameTime >()> InGetCurrentTimeFunction |
Sets the function that should be used to get the current timecode for the current frame. | IAnimationRecorder.h | |
void StartRecord
(
USkeletalMeshComponent* Component, |
Begins recording pose data from the component into the given animation sequence. | IAnimationRecorder.h | |
UAnimSequence * StopRecord
(
bool bShowMessage |
Stops recording and finalizes the animation sequence. Returns the recorded sequence. | IAnimationRecorder.h | |
void UpdateRecord
(
USkeletalMeshComponent* Component, |
Records a single frame of pose data from the component. Call each tick while recording. | IAnimationRecorder.h |