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Animation modifiers for

Animation Modifier Blueprints run in the editor and write data into an Animation Sequence. They do not run as character components during play. BP_BoneMotionExtractor exposes CurveName, RefBoneName, BoneName, SourceAnimation, CurveNames, Playback, RefPose, and SampleRate. Its apply path processes the selected sequence and its revert path removes the authored result.
1

Protect the source

Duplicate the target Animation Sequence when the supplied asset must remain updateable.
2

Add the modifier

Open the Animation Sequence. Add BP_BoneMotionExtractor in the Animation Modifiers panel.
3

Configure extraction

Set SourceAnimation, BoneName, RefBoneName, the output curve name or names, and SampleRate.
4

Apply and inspect

Apply the modifier. Inspect the generated curves, then preview the Animation Blueprint or weapon view that consumes them.
5

Revert if needed

Use the modifierโ€™s revert workflow if the result is offset, noisy, or sampled too sparsely. Do not delete only part of the generated curve data.
Applying a modifier mutates the Animation Sequence. Keep project copies and record the selected bones, curve names, and sample rate so you can reproduce the result after reimport.