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. :
- 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
-
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
-
classmethod
export_anim_sequence
(world, sequence, anim_sequence, export_option, binding) → bool¶ Export Passed in Binding as an Anim Seqquence.
World to export *: Sequence to export *: The AnimSequence to save into. *: The export options for the sequence. *: Binding to export that has a skelmesh component on it *: File to create:
- Parameters
world (World) –
sequence (LevelSequence) –
anim_sequence (AnimSequence) –
export_option (AnimSeqExportOption) –
binding (SequencerBindingProxy) –
- Returns
- Return type
-
classmethod
export_fbx
(world, sequence, bindings, override_options, fbx_file_name) → bool¶ Export Passed in Bindings to FBX
World to export *: Sequence to export *: Bindings to export *: File to create:
- Parameters
world (World) –
sequence (LevelSequence) –
bindings (Array(SequencerBindingProxy)) –
override_options (FbxExportOption) –
fbx_file_name (str) –
- Returns
- Return type
-
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
world (World) –
sequence (LevelSequence) –
bindings (Array(SequencerBindingProxy)) –
range (SequencerScriptingRange) –
- Returns
- Return type
-
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
world (World) –
sequence (LevelSequence) –
range (SequencerScriptingRange) –
- Returns
- Return type
-
classmethod
import_fbx
(world, sequence, bindings, import_fbx_settings, import_filename) → bool¶ Import Passed in Bindings to FBX
World to import to *: InSequence to import *: InBindings to import *: Settings to control import. *: Path to fbx file to create:
- Parameters
world (World) –
sequence (LevelSequence) –
bindings (Array(SequencerBindingProxy)) –
import_fbx_settings (MovieSceneUserImportFBXSettings) –
import_filename (str) –
- Returns
- Return type
-
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
World to import to *: InSequence to import *: ActorWithControlRigTrack The name of the actor with the control rig track we are importing onto *: List of selected control rig names. Will use them if ImportFBXControlRigSettings->bImportOntoSelectedControls is true *: Settings to control import. *: Path to fbx file to create:
- Parameters
world (World) –
sequence (LevelSequence) –
actor_with_control_rig_track (str) –
import_fbx_control_rig_settings (MovieSceneUserImportFBXControlRigSettings) –
import_filename (str) –
- Returns
- Return type
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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
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classmethod
is_rendering_movie
() → bool¶ Returns if Render to Movie is currently in progress.
- Returns
- Return type
-
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
capture_settings (MovieSceneCapture) –
on_finished_callback (OnRenderMovieStopped) –
- Returns
- Return type