So I have an animation blueprint which is procedurally creating animation my modifying the morph target curves. When within the Animation Blueprint Editor I click the Record button then the resulting animation sequence contains the animation driven by anim bp. I want to achieve the same result when I call FAnimationRecorderManager::Get().RecordAnimation, but in this case when I pass the default recorder settings along with the asset path and name, the resultant animation sequence created doesn’t contain the animation from anim bp. The actor in level has the settings set for anim bp driven animation and the animation bp selected as the driving animation. When I hit play in editor then I see the animation bp playing.
So my question is if there is anything else required to use FAnimationRecorderManager::Get().RecordAnimation or is there any better api that I can use in Editor mode to record animations driven by animation blueprint. This is all for pipeline tooling purposes to automate some of the processes.