RecordAnimation command

Reading through the new 4.11 features, I noticed something that sounds super handy: the ability to record an actor in game and save it as animation. Today is my first attempt at using it…I’m trying to record a taunt for my game.

The problem is, when I preview the recorded animation in Persona, the character is nowhere near where it should be according to the root. My character is facing the wrong direction, and is about 10 feet from where he should be. I tried playing the animation through the animation blueprint in game, and the result is also wrong.

Is this a bug or am I using the RecordAnimation command incorrectly? Is there a way to sort of “center” my character in persona on a specific animation? It’s very clear that just the one animation is off, so perhaps there is a setting in persona which anchors the character. At first I thought that it could be a root motion issue, because I also tried recording a clip of my character walking around which resulted in him walking around in persona, but RootMotion is NOT enabled. I found that odd though because I was under the impression that root motion was “pawn follows animation” vs “animation follows pawn”.

Any help would be greatly appreciated. I understand that this is a new feature, so it could very well be a bug, but it’s much more likely that I am simply not as well-versed in Persona as I could be. Thanks.

How did you made editor recognise the “record animation” command?

I’m not sure what the syntax is but you can specify an actor, try googling the command. I think it’s RecordAnimation My_Actor

Thank you, I was using “get display name” insted of “get object name” - that was my problem. Did you try deleting this recorded animations on runtime? this is my next problem :slight_smile:

by the way the answer to your question is - if you drug animation directly into level and put it in 0,0,0 coordinates actor will be in exact position your character was when you tiped the command. So to center your character in persona you can try to record animation in 0,0,0 coordiantes.

and in 4.12 there is animation sequenser which can use world coordinates or local coordinates, whatever you choose.

Thanks for the tip :slight_smile: I figured that they would change it in 4.12 with the introduction of sequencer. Seems like a useful tool for sequencer.