> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kinemation.xyz/llms.txt
> Use this file to discover all available pages before exploring further.

# Copy curves

> Use BP_CopyCurves to prepare animation curves.

export const Modifier = ({modifierName, example, graphImage}) => <>
    <p><code>{modifierName}</code> copies float curves from one Animation Sequence to another. Use it to carry animation-driven settings across matching animation versions.</p>

    <h2 id="apply-the-modifier">Apply the modifier</h2>

    <ol>
    <li><p>Open a copy of the target Animation Sequence.</p>
    </li>
    <li><p>Open <strong>Window &gt; Animation Data Modifiers</strong> and add <code>{modifierName}</code>.</p>
    </li>
    <li><p>Set the source and other properties described below, then apply the modifier.</p>
    </li>
    <li><p>Inspect the resulting curves and preview the animation.</p>
    </li>
    </ol>

    {example}
    <h2 id="settings">Settings</h2>

    <p>Set <code>Source</code> to the sequence containing the curves you want. The target is the sequence on which you add the modifier.</p>

    <h2 id="what-gets-copied">What gets copied</h2>

    <p>The modifier reads every float curve from <code>Source</code>. For each name, it removes an existing target curve with that name, creates a replacement, and copies the source key times and values.</p>

    <p>Other target curves remain. Bone animation and notifies are not copied. Key times are copied as authored, so use sequences with matching timing.</p>

    <h2 id="revert">Revert</h2>

    <p>This Blueprint has no custom <code>OnRevert</code> implementation. Keep a copy of the target before replacing existing curves; do not rely on <strong>Revert</strong> to recover them.</p>

    {graphImage}
  </>;

export const Example = () => <><h2>Example in Sci-Fi FPS Pack</h2><p>The pack uses this modifier on UE4 character sequences, including A_FP_Gepard_Reload_UE4. Use its matching UE5 reload as the source when carrying the same curve timing to a replacement UE4 animation.</p></>;

<Modifier modifierName="BP_CopyCurves" example={<Example />} graphImage={<Frame caption="BP_CopyCurves apply logic. Open the image to inspect the graph."><img src="https://mintcdn.com/kinemation/SNGN1MO-2cou2Sl-/images/kinemation/unreal/BP_CopyCurves_EventGraph_00000.png?fit=max&auto=format&n=SNGN1MO-2cou2Sl-&q=85&s=959e930d6c184f24235294c4a9b645c0" alt="BP_CopyCurves apply and curve-processing graph" /></Frame>} />
