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API > API/Runtime > API/Runtime/LevelSequence > API/Runtime/LevelSequence/ALevelSequenceActor
Description
Assigns an set of actors to all the bindings tagged with the specified name in this sequence. Object Bindings can be tagged within the sequence UI by RMB -> Tags... on the object binding in the tree.
| Name | SetBindingByTag |
| Type | function |
| Header File | /Engine/Source/Runtime/LevelSequence/Public/LevelSequenceActor.h |
| Include Path | #include "LevelSequenceActor.h" |
| Source | /Engine/Source/Runtime/LevelSequence/Private/LevelSequenceActor.cpp |
UFUNCTION (BlueprintCallable, Category="Sequencer|Player|Bindings")
void SetBindingByTag
(
FName BindingTag,
const TArray < AActor * > & Actors,
bool bAllowBindingsFromAsset
)
Parameters
| Name | Remarks |
|---|---|
| BindingTag | The unique tag name to lookup bindings with |
| Actors | The actors to assign to all the tagged bindings |
| bAllowBindingsFromAsset | If false the new bindings being supplied here will replace the bindings set in the level sequence asset, meaning the original object animated by Sequencer will no longer be animated. Bindings set to spawnables will not spawn if false. If true, new bindings will be in addition to ones set set in Sequencer UI. This function will not modify the original asset. |