class unreal.MovieSceneScriptingStringKey(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: MovieSceneScriptingKey

Exposes a Sequencer string type key to Python/Blueprints. Stores a reference to the data so changes to this class are forwarded onto the underlying data structures.

C++ Source:

  • Plugin: SequencerScripting

  • Module: SequencerScripting

  • File: MovieSceneScriptingString.h

get_time(time_unit=SequenceTimeUnit.DISPLAY_RATE) FrameTime

Gets the time for this key from the owning channel.


time_unit (SequenceTimeUnit) – Should the time be returned in Display Rate frames (possibly with a sub-frame value) or in Tick Resolution with no sub-frame values?


The time of this key which combines both the frame number and the sub-frame it is on. Sub-frame will be zero if you request Tick Resolution.

Return type:


get_value() str

Gets the value for this key from the owning channel.


The value for this key.

Return type:


set_time(new_frame_number, sub_frame=0.000000, time_unit=SequenceTimeUnit.DISPLAY_RATE) None

Sets the time for this key in the owning channel. Will replace any key that already exists at that frame number in this channel.

  • new_frame_number (FrameNumber) – What frame should this key be moved to? This should be in the time unit specified by TimeUnit.

  • sub_frame (float) – If using Display Rate time, what is the sub-frame this should go to? Clamped [0-1), and ignored with when TimeUnit is set to Tick Resolution.

  • time_unit (SequenceTimeUnit) – Should the NewFrameNumber be interpreted as Display Rate frames or in Tick Resolution?

set_value(new_value) None

Sets the value for this key, reflecting it in the owning channel.


new_value (str) – The new value for this key.