unreal.SequencerTools

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

Bases: unreal.BlueprintFunctionLibrary

This is a set of helper functions to access various parts of the Sequencer API via Python. Because Sequencer itself is not suitable for exposing, most functionality gets wrapped by UObjects that have an easier API to work with. This UObject provides access to these wrapper UObjects where needed.

C++ Source:

  • Plugin: SequencerScripting

  • Module: SequencerScriptingEditor

  • File: SequencerTools.h

classmethod cancel_movie_render()None

Attempts to cancel an in-progress Render to Movie. Does nothing if there is no render in progress.

classmethod create_event(sequence, section, endpoint, payload)MovieSceneEvent

Create an event from a previously created blueprint endpoint and a payload. The resulting event should be added only to a channel of the section that was given as a parameter. InEndpoint.:

Parameters
  • sequence (MovieSceneSequence) – Main level sequence that holds the event track and to which the resulting event should be added.

  • section (MovieSceneEventSectionBase) – Section of the event track of the main sequence.

  • endpoint (SequencerQuickBindingResult) – Previously created endpoint.

  • payload (Array(str)) – Values passed as payload to event, count must match the numbers of payload variable names in

Returns

The created movie event. See: CreateQuickBinding

Return type

MovieSceneEvent

classmethod create_quick_binding(sequence, object, function_name, call_in_editor)SequencerQuickBindingResult

Create a quick binding to an actor’s member method to be used in an event sequence.

Parameters
  • sequence (MovieSceneSequence) –

  • object (Object) –

  • function_name (str) – Name of the method, as it is displayed in the Blueprint Editor. eg. “Set Actor Scale 3D”

  • call_in_editor (bool) – Should the event be callable in editor.

Returns

The created binding.

Return type

SequencerQuickBindingResult

classmethod export_anim_sequence(world, sequence, anim_sequence, export_option, binding)bool
  • Export Passed in Binding as an Anim Seqquence.

InWorld: World to export * InSequence: Sequence to export * AnimSequence: The AnimSequence to save into. * ExportOption: The export options for the sequence. * InBinding: Binding to export that has a skelmesh component on it * InAnimSequenceFilename: File to create

Parameters
Returns

Return type

bool

classmethod export_level_sequence_fbx(world, sequence, bindings, override_options, fbx_file_name)bool
  • Export Passed in Bindings to FBX

InWorld: World to export * InSequence: Sequence to export * InBindings: Bindings to export * InFBXFileName: File to create

Parameters
Returns

Return type

bool

classmethod export_template_sequence_fbx(world, sequence, bindings, override_options, fbx_file_name)bool

Export Template Sequence FBX

Parameters
Returns

Return type

bool

classmethod get_bound_objects(world, sequence, bindings, range)
  • Retrieve all objects currently bound to the specified binding identifiers. The sequence will be evaluated in lower bound of the specified range,

  • which allows for retrieving spawnables in that period of time.

Parameters
Returns

Return type

Array(SequencerBoundObjects)

classmethod get_object_bindings(world, sequence, object, range)
  • Get the object bindings for the requested object. The sequence will be evaluated in lower bound of the specified range,

  • which allows for retrieving spawnables in that period of time.

Parameters
Returns

Return type

Array(SequencerBoundObjects)

classmethod import_fbx_to_control_rig(world, sequence, actor_with_control_rig_track, selected_control_rig_names, import_fbx_control_rig_settings, import_filename)bool
  • Import FBX onto a control rig with the specified track name

InWorld: World to import to * InSequence: InSequence to import * ActorWithControlRigTrack: ActorWithControlRigTrack The name of the actor with the control rig track we are importing onto * SelectedControlRigNames: List of selected control rig names. Will use them if ImportFBXControlRigSettings->bImportOntoSelectedControls is true * ImportFBXControlRigSettings: Settings to control import. * InImportFileName: Path to fbx file to create

Parameters
Returns

Return type

bool

classmethod import_level_sequence_fbx(world, sequence, bindings, import_fbx_settings, import_filename)bool
  • Import FBX onto Passed in Bindings

InWorld: World to import to * InSequence: InSequence to import * InBindings: InBindings to import * InImportFBXSettings: Settings to control import. * InImportFileName: Path to fbx file to import from * InPlayer: Player to bind to

Parameters
Returns

Return type

bool

classmethod import_template_sequence_fbx(world, sequence, bindings, import_fbx_settings, import_filename)bool

Import Template Sequence FBX

Parameters
Returns

Return type

bool

classmethod is_event_endpoint_valid(endpoint)bool

Check if an endpoint is valid and can be used to create movie scene event.

Parameters

endpoint (SequencerQuickBindingResult) – Endpoint to check.

Returns

Return type

bool

classmethod is_rendering_movie()bool

Returns if Render to Movie is currently in progress.

Returns

Return type

bool

classmethod render_movie(capture_settings, on_finished_callback)bool

Attempts to render a sequence to movie based on the specified settings. This will automatically detect if we’re rendering via a PIE instance or a new process based on the passed in settings. Will return false if the state is not valid (ie: null or missing required parameters, capture in progress, etc.), true otherwise.

Parameters
Returns

Return type

bool