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API > API/Plugins > API/Plugins/SequencerScriptingEditor > API/Plugins/SequencerScriptingEditor/USequencerToolsFunctionLibrary
Description
Export Passed in Binding as an Anim Sequence. Note use this when you want to export without an open Level Sequence in Sequencer, and know that all spawnables that may be dynamically created and destroyed will be valid. If the spawnable won't be fully created and you have an open Sequencer use UControlRigSequencerEditorLibrary::ExportAnimSequenceFromSequencer instead.
@InWorld World to export @InSequence Sequence to export @AnimSequence The AnimSequence to save into. @ExportOption The export options for the sequence. @InBinding Binding to export that has a skelmesh component on it @InAnimSequenceFilename File to create @bCreateLink If true will create a link between the animation sequence and the level sequence
| Name | ExportAnimSequence |
| Type | function |
| Header File | /Engine/Plugins/MovieScene/SequencerScripting/Source/SequencerScriptingEditor/Public/SequencerTools.h |
| Include Path | #include "SequencerTools.h" |
| Source | /Engine/Plugins/MovieScene/SequencerScripting/Source/SequencerScriptingEditor/Private/SequencerTools.cpp |
UFUNCTION (BlueprintCallable, Category="Editor Scripting | Sequencer Tools | Animation")
static bool ExportAnimSequence
(
UWorld * World,
ULevelSequence * Sequence,
UAnimSequence * AnimSequence,
UAnimSeqExportOption * ExportOption,
const FMovieSceneBindingProxy & Binding,
bool bCreateLink
)