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API > API/Plugins > API/Plugins/SequencerScriptingEditor
Inheritance Hierarchy
- UBlueprintFunctionLibrary
- USequencerToolsFunctionLibrary
References
| Module | SequencerScriptingEditor |
| Header | /Engine/Plugins/MovieScene/SequencerScripting/Source/SequencerScriptingEditor/Public/SequencerTools.h |
| Include | #include "SequencerTools.h" |
Syntax
UCLASS (Transient, Meta=(ScriptName="SequencerTools"))
class USequencerToolsFunctionLibrary : public UBlueprintFunctionLibrary
Remarks
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.
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | Attempts to cancel an in-progress Render to Movie. Does nothing if there is no render in progress. | ||
| void | ClearLinkedAnimSequences
(
ULevelSequence* InLevelSequence |
Clear all linked anim sequences between this level sequence and any linked anim sequences | |
| FMovieSceneEvent | CreateEvent
(
UMovieSceneSequence* InSequence, |
Create an event from a previously created blueprint endpoint and a payload. | |
| FSequencerQuickBindingResult | CreateQuickBinding
(
UMovieSceneSequence* InSequence, |
Create a quick binding to an actor's member method to be used in an event sequence. | |
| bool | ExportAnimSequence
(
UWorld* World, |
Export Passed in Binding as an Anim Seqquence. | |
| bool | ExportFBXFromControlRig
(
ULevelSequence* Sequence, |
Exports an FBX from the section to key of the control rig track of the actor with the given name. | |
| bool | ExportLevelSequenceFBX
(
const FSequencerExportFBXParams& InParams |
Export Passed in Bindings and Tracks to FBX | |
| ULevelSequenceAnimSequenceLink * | GetAnimSequenceLinkFromLevelSequence
(
ULevelSequence* InLevelSequence |
Get the links to the anim sequences if they exist on this level sequence | |
| TArray< FSequencerBoundObjects > | GetBoundObjects
(
UWorld* InWorld, |
Retrieve all objects currently bound to the specified binding identifiers. | |
| UAnimSequenceLevelSequenceLink * | GetLevelSequenceLinkFromAnimSequence
(
UAnimSequence* InAnimSequence |
Get the link to the level sequence if it exists on this anim sequence | |
| TArray< FSequencerBoundObjects > | GetObjectBindings
(
UWorld* InWorld, |
Get the object bindings for the requested object. | |
| bool | ImportFBXToControlRig
(
UWorld* World, |
Import FBX onto a control rig with the specified track name | |
| bool | ImportLevelSequenceFBX
(
UWorld* InWorld, |
Import FBX onto Passed in Bindings | |
| bool | IsEventEndpointValid
(
const FSequencerQuickBindingResult& InEndpoint |
Check if an endpoint is valid and can be used to create movie scene event. | |
| bool | Returns if Render to Movie is currently in progress. | ||
| bool | LinkAnimSequence
(
ULevelSequence* Sequence, |
Links a LevelSequence's SkeletalMesh binding to an existing anim sequence. | |
| bool | RenderMovie
(
UMovieSceneCapture* InCaptureSettings, |
Attempts to render a sequence to movie based on the specified settings. |