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API > API/Plugins > API/Plugins/SequencerScriptingEditor
This is a set of helper functions to access various parts of the Sequencer API via Python. Because Sequencer itself is not suitable for exposing, most functionality gets wrapped by UObjects that have an easier API to work with. This UObject provides access to these wrapper UObjects where needed.
| Name | USequencerToolsFunctionLibrary |
| Type | class |
| Header File | /Engine/Plugins/MovieScene/SequencerScripting/Source/SequencerScriptingEditor/Public/SequencerTools.h |
| Include Path | #include "SequencerTools.h" |
Syntax
UCLASS (MinimalAPI, Transient, Meta=(ScriptName="SequencerTools"))
class USequencerToolsFunctionLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → USequencerToolsFunctionLibrary
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void CancelMovieRender() |
Attempts to cancel an in-progress Render to Movie. Does nothing if there is no render in progress. | SequencerTools.h |
|
static void ClearLinkedAnimSequences
(
ULevelSequence* InLevelSequence |
Clear all linked anim sequences between this level sequence and any linked anim sequences | SequencerTools.h |
|
static FMovieSceneEvent CreateEvent
(
UMovieSceneSequence* InSequence, |
Create an event from a previously created blueprint endpoint and a payload. | SequencerTools.h |
|
static FSequencerQuickBindingResult CreateQuickBinding
(
UMovieSceneSequence* InSequence, |
Create a quick binding to an actor's member method to be used in an event sequence. | SequencerTools.h |
|
static bool ExportAnimSequence
(
UWorld* World, |
Export Passed in Binding as an Anim Sequence. | SequencerTools.h |
|
static bool ExportAnimSequenceWaitForDelegate
(
UWorld* World, |
Version of ExportAnimSequence, which will spawn in all actors in the sequence and then wait for the provided Delegate to return true before exporting. | SequencerTools.h |
|
static bool ExportFBXFromControlRig
(
ULevelSequence* Sequence, |
Exports an FBX from the section to key of the control rig track of the actor with the given name. | SequencerTools.h |
|
static bool ExportLevelSequenceFBX
(
const FSequencerExportFBXParams& InParams |
Export Passed in Bindings and Tracks to FBX | SequencerTools.h |
|
static ULevelSequenceAnimSequenceLink * GetAnimSequenceLinkFromLevelSequence
(
ULevelSequence* InLevelSequence |
Get the links to the anim sequences if they exist on this level sequence | SequencerTools.h |
|
static TArray< FSequencerBoundObjects > GetBoundObjects
(
UWorld* InWorld, |
Retrieve all objects currently bound to the specified binding identifiers. | SequencerTools.h |
|
static UAnimSequenceLevelSequenceLink * GetLevelSequenceLinkFromAnimSequence
(
UAnimSequence* InAnimSequence |
Get the link to the level sequence if it exists on this anim sequence | SequencerTools.h |
|
static TArray< FSequencerBoundObjects > GetObjectBindings
(
UWorld* InWorld, |
Get the object bindings for the requested object. | SequencerTools.h |
|
static bool ImportFBXToControlRig
(
UWorld* World, |
Import FBX onto a control rig with the specified track name | SequencerTools.h |
|
static bool ImportLevelSequenceFBX
(
UWorld* InWorld, |
Import FBX onto Passed in Bindings | SequencerTools.h |
|
static bool IsEventEndpointValid
(
const FSequencerQuickBindingResult& InEndpoint |
Check if an endpoint is valid and can be used to create movie scene event. | SequencerTools.h |
|
static bool IsRenderingMovie() |
Returns if Render to Movie is currently in progress. | SequencerTools.h |
|
static bool LinkAnimSequence
(
ULevelSequence* Sequence, |
Links a LevelSequence's SkeletalMesh binding to an existing anim sequence. | SequencerTools.h |
|
static bool RenderMovie
(
UMovieSceneCapture* InCaptureSettings, |
Attempts to render a sequence to movie based on the specified settings. | SequencerTools.h |
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