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Unreal Engine C++ API Reference > Runtime > LevelSequence > ALevelSequenceActor
References
Module | LevelSequence |
Header | /Engine/Source/Runtime/LevelSequence/Public/LevelSequenceActor.h |
Include | #include "LevelSequenceActor.h" |
Source | /Engine/Source/Runtime/LevelSequence/Private/LevelSequenceActor.cpp |
UFUNCTION (BlueprintCallable, Category="Sequencer|Player|Bindings")
void AddBindingByTag
(
FName BindingTag,
AActor * Actor,
bool bAllowBindingsFromAsset
)
Remarks
Binds an actor to all the bindings tagged with the specified name in this sequence. Does not remove any exising bindings that have been set up through this API. Object Bindings can be tagged within the sequence UI by RMB -> Tags... on the object binding in the tree.
Parameters
Name | Description |
---|---|
BindingTag | The unique tag name to lookup bindings with |
Actor | The actor to assign to all the tagged bindings |
bAllowBindingsFromAsset | If false the new bindings being supplied here will replace the bindings set in the level sequence asset, meaning the original object animated by Sequencer will no longer be animated. Bindings set to spawnables will not spawn if false. If true, new bindings will be in addition to ones set set in Sequencer UI. This function will not modify the original asset. |