Distance Matching Locomotion : Giving it a shot!

Not sure it’s answering your question properly, but in C++ , given a UAnimSequence pointer, you can access the curve data by calling GetCurveData()

Then accessing the actual float curves by acessing… FloatCurves , then iterate trough curves while checking their displayname and access the curve you want:




void UMagicAnimInstance::Tralala(UAnimSequence* Sequence)
{

FRawCurveTracks CurvesOfAnim = Sequence->GetCurveData();
TArray<FFloatCurve> Curves = CurvesOfAnim.FloatCurves;

for (int i=0; i<Curves.Num(); i++)
    {
        if (Curves*.Name.DisplayName == "DistanceCurve")
        {
          // Do Magic with Curves*.FloatCurve.Keys].Value
        }
    }

}



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