unreal.LevelSequenceDirector
¶
- class unreal.LevelSequenceDirector(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Level Sequence Director
C++ Source:
Module: LevelSequence
File: LevelSequenceDirector.h
Editor Properties: (see get_editor_property/set_editor_property)
player
(LevelSequencePlayer): [Read-Write] Pointer to the player that’s playing back this director’s sequence. Only valid in game or in PIE/Simulate.
- get_bound_actor(object_binding) Actor ¶
Resolve the first valid Actor binding inside this sub-sequence that relates to the specified ID note:: ObjectBinding should be constructed from the same sequence as this Sequence Director’s owning Sequence (see the GetSequenceBinding node)
- Parameters:
object_binding (MovieSceneObjectBindingID) – The ID for the object binding inside this sub-sequence or one of its children to resolve
- Return type:
- get_bound_actors(object_binding) Array[Actor] ¶
Resolve the actor bindings inside this sub-sequence that relate to the specified ID note:: ObjectBinding should be constructed from the same sequence as this Sequence Director’s owning Sequence (see the GetSequenceBinding node)
- Parameters:
object_binding (MovieSceneObjectBindingID) – The ID for the object binding inside this sub-sequence or one of its children to resolve
- Return type:
- get_bound_object(object_binding) Object ¶
Resolve the first valid binding inside this sub-sequence that relates to the specified ID note:: ObjectBinding should be constructed from the same sequence as this Sequence Director’s owning Sequence (see the GetSequenceBinding node)
- Parameters:
object_binding (MovieSceneObjectBindingID) – The ID for the object binding inside this sub-sequence or one of its children to resolve
- Return type:
- get_bound_objects(object_binding) Array[Object] ¶
Resolve the bindings inside this sub-sequence that relate to the specified ID note:: ObjectBinding should be constructed from the same sequence as this Sequence Director’s owning Sequence (see the GetSequenceBinding node)
- Parameters:
object_binding (MovieSceneObjectBindingID) – The ID for the object binding inside this sub-sequence or one of its children to resolve
- Return type:
- get_current_time() QualifiedTime ¶
Get the current time for this director’s sub-sequence (or the root sequence, if this is a root sequence director)
- Returns:
The current playback position of this director’s sequence
- Return type:
- get_master_sequence_time() QualifiedTime ¶
Get Master Sequence Time deprecated: Use GetRootSequenceTime
- Return type:
- get_root_sequence_time() QualifiedTime ¶
Get the current time for the outermost (root) sequence
- Returns:
The current playback position of the outermost (root) sequence
- Return type:
- get_sequence() MovieSceneSequence ¶
Get the current sequence that this director is playing back within
- Return type:
- property player: LevelSequencePlayer¶
[Read-Only] Pointer to the player that’s playing back this director’s sequence. Only valid in game or in PIE/Simulate.
- Type: