unreal.LevelSequencePlayer
¶
- class unreal.LevelSequencePlayer(outer=None, name='None')¶
Bases:
unreal.MovieSceneSequencePlayer
ULevelSequencePlayer is used to actually “play” an level sequence asset at runtime.
This class keeps track of playback state and provides functions for manipulating an level sequence while its playing.
C++ Source:
Module: LevelSequence
File: LevelSequencePlayer.h
Editor Properties: (see get_editor_property/set_editor_property)
on_camera_cut
(OnLevelSequencePlayerCameraCutEvent): [Read-Write] Event triggered when there is a camera cuton_finished
(OnMovieSceneSequencePlayerEvent): [Read-Write] Event triggered when the level sequence player finishes naturally (without explicitly calling stop)on_pause
(OnMovieSceneSequencePlayerEvent): [Read-Write] Event triggered when the level sequence player is pausedon_play
(OnMovieSceneSequencePlayerEvent): [Read-Write] Event triggered when the level sequence player is playedon_play_reverse
(OnMovieSceneSequencePlayerEvent): [Read-Write] Event triggered when the level sequence player is played in reverseon_stop
(OnMovieSceneSequencePlayerEvent): [Read-Write] Event triggered when the level sequence player is stopped
- classmethod create_level_sequence_player(world_context_object, level_sequence, settings) -> (LevelSequencePlayer, out_actor=LevelSequenceActor)¶
Create a new level sequence player.
- Parameters
world_context_object (Object) – Context object from which to retrieve a UWorld.
level_sequence (LevelSequence) – The level sequence to play.
settings (MovieSceneSequencePlaybackSettings) – The desired playback settings
- Returns
out_actor (LevelSequenceActor): The level sequence actor created to play this sequence.
- Return type
- get_active_camera_component() → CameraComponent¶
Get the active camera cut camera
- Returns
- Return type
- property on_camera_cut¶
[Read-Write] Event triggered when there is a camera cut