unreal.MovieSceneScriptingEventChannel

class unreal.MovieSceneScriptingEventChannel(outer=None, name='None')

Bases: unreal.MovieSceneScriptingChannel

Movie Scene Scripting Event Channel

C++ Source:

  • Plugin: SequencerScripting

  • Module: SequencerScripting

  • File: MovieSceneScriptingEvent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • channel_name (Name): [Read-Write] Channel Name

add_key(time, new_value, sub_frame=0.0, time_unit=SequenceTimeUnit.DISPLAY_RATE)MovieSceneScriptingEventKey

Add a key to this channel. This initializes a new key and returns a reference to it.

Parameters
  • time (FrameNumber) – The frame this key should go on. Respects TimeUnit to determine if it is a display rate frame or a tick resolution frame.

  • new_value (MovieSceneEvent) – The value that this key should be created with.

  • sub_frame (float) – Optional [0-1) clamped sub-frame to put this key on. Ignored if TimeUnit is set to Tick Resolution.

  • time_unit (SequenceTimeUnit) – Is the specified InTime in Display Rate frames or Tick Resolution.

Returns

The key that was created with the specified values at the specified time.

Return type

MovieSceneScriptingEventKey

get_keys()

Gets all of the keys in this channel.

Returns

An array of UMovieSceneScriptingEventKey’s contained by this channel. Returns all keys even if clipped by the owning section’s boundaries or outside of the current sequence play range.

Return type

Array(MovieSceneScriptingKey)

remove_key(key)None

Removes the specified key. Does nothing if the key is not specified or the key belongs to another channel.

Parameters

key (MovieSceneScriptingKey) –