Hi, I'm having a tough time trying to record my input or events. I've found a workaround - an additional object which location is changing according to my inputs. I save his transforms and then (on play) events are triggering by transform of this object. But is it somehow possible to record input itself?
Hi, I have a problem in using Take recorder with real time shooting of real people using green screen , after I set vive tracker and composure already , the question is which one do I need to put in Take recorder ? to really want to record the whole person and background was recorded together. Thank you very much.
Just curious, should this still work in the latest release of 4.26? (4.26.2) I was able to get the "isRecording" function to work, but StopRecording and StartRecording don't seem to trigger TakeRecorder to do anything. I am able to access Take Recorder using a EditorUtilityActor blueprint class, so wondering if things changed since this video? It would be handy to be able to access Take Recorder directly via C++ still, since not everything is available via its blueprint commands.
Works perfectly for UE 5.3. You just saved me HOURS of splitting my mocap records from Unreal.
This is brilliant.
Thank you!
LEGEND, thanks!!
Hi, I'm having a tough time trying to record my input or events.
I've found a workaround - an additional object which location is changing according to my inputs. I save his transforms and then (on play) events are triggering by transform of this object.
But is it somehow possible to record input itself?
Hi, I have a problem in using Take recorder with real time shooting of real people using green screen , after I set vive tracker and composure already , the question is which one do I need to put in Take recorder ? to really want to record the whole person and background was recorded together. Thank you very much.
Just curious, should this still work in the latest release of 4.26? (4.26.2) I was able to get the "isRecording" function to work, but StopRecording and StartRecording don't seem to trigger TakeRecorder to do anything.
I am able to access Take Recorder using a EditorUtilityActor blueprint class, so wondering if things changed since this video?
It would be handy to be able to access Take Recorder directly via C++ still, since not everything is available via its blueprint commands.
So how would you play the recordings from code?!?!?!
How to record props. For example my character wear a helmet. Helmet is bp, but no animation of helmet in take recorder record...
Hey did you find a solution?
Add the prop to your character,and it's automatically recorded.
@@bananacomputer9351 ah right nice! thanks