unreal.UsdLevelSequenceAssetUserData¶
- class unreal.UsdLevelSequenceAssetUserData(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
AssetUserDataWe assign these to persistent LevelSequences that bind to one of the actors/components that the stage actor spawns. We need this as part of a mechanism to automatically repair those bindings when they break if we close/reload the stage.
C++ Source:
Plugin: USDCore
Module: USDClasses
File: USDAssetUserData.h
Editor Properties: (see get_editor_property/set_editor_property)
handled_binding_guids(Set[Guid]): [Read-Write] Set of binding GUIDs that we already handled in the past. We use this so that we won’t try and overwrite the changes in case the user manually clears/modifies a binding we previously setup.last_checked_signature(Guid): [Read-Write] The LevelSequence has a Guid that is changed every time its state is modified. We pay attention to that so that we can avoid reprocessing a LevelSequence that hasn’t changed