unreal.LevelSequenceVCamLibrary¶
- class unreal.LevelSequenceVCamLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibraryUtility functions for Level Sequences to implement VCamHUD UI.
C++ Source:
Plugin: VirtualCamera
Module: VirtualCamera
File: LevelSequenceVCamLibrary.h
- classmethod clear_v_cam_constraint_bake_tracks(sequence, v_cam_actor) int32¶
Removes baked transform keys that fight a parent constraint on a VCam binding. Sets the section’s TransformMask to match the constraint’s TransformFilter so only constrained axes are evaluated. Must be called again if TransformFilter changes.
- Parameters:
sequence (LevelSequence) – The level sequence to operate on.
v_cam_actor (Actor) – The VCam actor to clean up. Pass nullptr to process all bindings with constraint channels.
- Returns:
Number of sections cleared.
- Return type:
int32
- classmethod find_pilotable_cameras_in_active_level_sequence() Array[PilotableSequenceCameraInfo]¶
Gets all cameras currently spawned by the active level sequence. Note: You must have called ULevelSequenceEditorBlueprintLibrary::OpenLevelSequence before calling this function. Note: Only works in the editor.
- Return type:
- classmethod has_any_camera_cuts_in_level_sequence(sequence) bool¶
Checks whether this sequence has any camera cuts set up.
If yes, you should pilot the sequence using ULevelSequenceEditorBlueprintLibrary::SetLockCameraCutToViewport instead of directly piloting by using FindLevelSequencePilotableCamerasInActiveLevelSequence.
- Parameters:
sequence (LevelSequence)
- Return type: