unreal.SequencerOutlinerScriptingObject

class unreal.SequencerOutlinerScriptingObject(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

Sequencer Outliner Scripting Object

C++ Source:

  • Module: SequencerCore

  • File: OutlinerScriptingObject.h

Editor Properties: (see get_editor_property/set_editor_property)

  • on_selection_changed (SequencerOutlinerSelectionChanged): [Read-Write]

get_children(node, type_name='None') Array[SequencerViewModelScriptingStruct]

Get Children

Parameters:
Return type:

Array[SequencerViewModelScriptingStruct]

get_deactivated_nodes() Array[SequencerViewModelScriptingStruct]

Deactivated

Return type:

Array[SequencerViewModelScriptingStruct]

get_locked_nodes() Array[SequencerViewModelScriptingStruct]

Locked

Return type:

Array[SequencerViewModelScriptingStruct]

get_mute_nodes() Array[SequencerViewModelScriptingStruct]

Mute

Return type:

Array[SequencerViewModelScriptingStruct]

get_pinned_nodes() Array[SequencerViewModelScriptingStruct]

Pinned

Return type:

Array[SequencerViewModelScriptingStruct]

get_root_node() SequencerViewModelScriptingStruct

Get Root Node

Return type:

SequencerViewModelScriptingStruct

get_selection() Array[SequencerViewModelScriptingStruct]

Get Selection

Return type:

Array[SequencerViewModelScriptingStruct]

get_solo_nodes() Array[SequencerViewModelScriptingStruct]

Solo

Return type:

Array[SequencerViewModelScriptingStruct]

property on_selection_changed: SequencerOutlinerSelectionChanged

[Read-Write]

Type:

(SequencerOutlinerSelectionChanged)

set_deactivated_nodes(nodes, deactivated) None

Set Deactivated Nodes

Parameters:
set_locked_nodes(nodes, locked) None

Set Locked Nodes

Parameters:
set_mute_nodes(nodes, muted) None

Set Mute Nodes

Parameters:
set_pinned_nodes(nodes, pinned) None

Set Pinned Nodes

Parameters:
set_selection(selection) None

Set Selection

Parameters:

selection (Array[SequencerViewModelScriptingStruct])

set_solo_nodes(nodes, soloed) None

Set Solo Nodes

Parameters: