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)