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Unreal Engine C++ API Reference > Plugins > MovieRenderPipelineCore > FMoviePipelineSidecarCamera
Syntax
FMovieSceneSequenceID SequenceId
Remarks
FMovieSceneSequenceID isn't exposed to Blueprints and we need the full support of a FMovieSceneSequenceID so we can't just store a USequence* like the scripting layer does - we need to be able to handle the same sequence being in a sequence multiple times (which scripting does not). This data structure gets regenerated each time a render starts, so the property should be valid when we want to use it, even if it's not exposed to scripting.