@Kiwikah Inc]([Packaging Error] please I need help - Architectural and Design Visualization - Unreal Engine Forums) - you could totally save the X/Y axis points( +time? ) while you animate - and then rerun that! I would be carefull how though, you could easy end up with a huge set of data. (Does the original BP check time since last tick.)
One part of thus would be to make a fuction out of the Y/X interpetation, and taking only Y/X as input… then you could even varry the playback time. An other option would be to expand the widget to allow you to select from all availabel morphTargets … and playbacks. So you would have a morph blendspace!
you could probalby also have several heads, to compare your recordings.