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?
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.