I am encountering some issues when attempting to access the raw track data from an Animation Sequence via Blueprints. (I am using Unreal 5.6)
Here is a screenshot of my current setup:
I can loop through the track names of the Anim Sequence just fine, and when I check if the name is a valid Bone Track Name, the check returns “True”, which is great. However, when I run another check on the name, this time checking if the name is a valid Raw Animation Track Name, the check returns “False”. And if I attempt access the Bone Track Struct by it’s name, the return is invalid.
Is this the expected behaviour? To me, this feels like a bug, but I could just be misunderstanding how to access these different objects.
My end goal is to be able to take animation data from specific bones in one Anim Sequence and put them into a different, newly created Anim Sequence. I am trying to do this with “Set Bone Track Keys”
…but I can’t get the necessary data from my source Anim Sequence with my current method. Are there any alternative workflows that I can explore to achieve this?