unreal.SequencerOutlinerScriptingObject¶
- class unreal.SequencerOutlinerScriptingObject(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectSequencer 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:
type_name (Name)
- Return type:
- get_deactivated_nodes() Array[SequencerViewModelScriptingStruct]¶
Deactivated
- Return type:
- get_locked_nodes() Array[SequencerViewModelScriptingStruct]¶
Locked
- Return type:
- get_mute_nodes() Array[SequencerViewModelScriptingStruct]¶
Mute
- Return type:
- get_pinned_nodes() Array[SequencerViewModelScriptingStruct]¶
Pinned
- Return type:
- get_root_node() SequencerViewModelScriptingStruct¶
Get Root Node
- Return type:
- get_selection() Array[SequencerViewModelScriptingStruct]¶
Get Selection
- Return type:
- get_solo_nodes() Array[SequencerViewModelScriptingStruct]¶
Solo
- Return type:
- property on_selection_changed: SequencerOutlinerSelectionChanged¶
[Read-Write]
- set_deactivated_nodes(nodes, deactivated) None¶
Set Deactivated Nodes
- Parameters:
nodes (Array[SequencerViewModelScriptingStruct])
deactivated (bool)
- set_locked_nodes(nodes, locked) None¶
Set Locked Nodes
- Parameters:
nodes (Array[SequencerViewModelScriptingStruct])
locked (bool)
- set_mute_nodes(nodes, muted) None¶
Set Mute Nodes
- Parameters:
nodes (Array[SequencerViewModelScriptingStruct])
muted (bool)
- set_pinned_nodes(nodes, pinned) None¶
Set Pinned Nodes
- Parameters:
nodes (Array[SequencerViewModelScriptingStruct])
pinned (bool)
- set_selection(selection) None¶
Set Selection
- Parameters:
selection (Array[SequencerViewModelScriptingStruct])
- set_solo_nodes(nodes, soloed) None¶
Set Solo Nodes
- Parameters:
nodes (Array[SequencerViewModelScriptingStruct])
soloed (bool)