UMovieSceneSequenceExtensions::GetPortableBindingID

Get a portable binding ID for a binding that resides in a different sequence to the one where this binding will be resolved.

Windows
MacOS
Linux

References

Module

SequencerScripting

Header

/Engine/Plugins/MovieScene/SequencerScripting/Source/SequencerScripting/Public/ExtensionLibraries/MovieSceneSequenceExtensions.h

Include

#include "ExtensionLibraries/MovieSceneSequenceExtensions.h"

Source

/Engine/Plugins/MovieScene/SequencerScripting/Source/SequencerScripting/Private/ExtensionLibraries/MovieSceneSequenceExtensions.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Sequence", Meta=(ScriptMethod))
static FMovieSceneObjectBindingID GetPortableBindingID
(
    UMovieSceneSequence * MasterSequence,
    UMovieSceneSequence * DestinationSequence,
    const FSequencerBindingProxy & InBinding
)

Remarks

Get a portable binding ID for a binding that resides in a different sequence to the one where this binding will be resolved. @note This function must be used over GetBindingID when the target binding resides in different shots or sub-sequences. @note Only unique instances of sequences within a master sequences are supported

Returns

The binding's id

Parameters

Parameter

Description

MasterSequence

The master sequence that contains both the destination sequence (that will resolve the binding ID) and the target sequence that contains the actual binding

DestinationSequence

The sequence that will own or resolve the resulting binding ID. For example, if the binding ID will be applied to a camera cut section pass the sequence that contains the camera cut track to this parameter.

Binding

The target binding to create the ID from

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