Editing keyframes with a blueprint

Hey!

I just wanted to know if there was a way to access and modify keyframes of an animation asset?

For example, if I have a skeletal mesh with a bone with an animation with two keyframes. I want a way to access and modify the local rotation of the bones at each keyframe.

Is there any way to do this in the Animation Blueprint?

Not sure if that’s exactly what you’re looking for.

But take a look at IK setups.

Probably not quite what you’re looking for but maybe it’s enough to point you to the right thing :slight_smile:

Yeah, I know about these, they would work to just set the bones to a new position. My problem (That I probably should specified in the post) is that I basically want to copy the location/rotation information of a given bone to another. IK seem to be useful to set bones to new position, but I don’t see a way to access the keyframe info.

Edit: Actually, you did put me on the right track! I found out about the function “Copy bone” in the animation blueprint, and it’s exactly what I wanted! Thanks.