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Reverse

Bake the take playing backwards - a walk becomes a walk-backward, a stand-up becomes a sit-down, a door-open becomes a door-close. Playing at rate −1 at runtime is a trap (notifies fire unreliably, sync markers and distance matching assume forward time, blendspaces refuse); a baked *_Reversed asset just works everywhere.

Panel: Motion → Reverse. Context menu: TakeForge → Reverse.

What reverses​

  • Bone keys - played back-to-front, with quaternion continuity kept for clean compression.
  • Float curves - key times mirror; tangents swap and negate so curve shapes reverse exactly.
  • Notifies and sync markers - remapped to their mirrored times (a state notify's window flips end-over-start).
  • Root motion - the travel reverses along the same path, and the root is re-anchored to the original's start point: the reversed take begins where the original began and walks its path backwards, instead of teleporting to the far end.
Re-detect the feet

A reversed heel-strike is a toe-off - foot sync markers keep their mirrored times but their gait meaning degrades. Re-run Add Foot Sync Markers (and Footstep Notifies) on the reversed take for correct plants.

Scripting:

ok, err = unreal.TakeForgeLibrary.reverse_take(seq)