UAnimSequence::AddKeyToSequence() does really serve the purpose. After calling this method, I’ve to just call UAnimSequence::BakeTrackCurvesToRawAnimation(). This transformed the desired bone at supplied point in time.
Thank you
UAnimSequence::AddKeyToSequence() does really serve the purpose. After calling this method, I’ve to just call UAnimSequence::BakeTrackCurvesToRawAnimation(). This transformed the desired bone at supplied point in time.
Thank you