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:

Actor

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:

Array[Actor]

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:

Object

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:

Array[Object]

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:

QualifiedTime

get_master_sequence_time() QualifiedTime

Get Master Sequence Time deprecated: Use GetRootSequenceTime

Return type:

QualifiedTime

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:

QualifiedTime

get_sequence() MovieSceneSequence
  • Get the current sequence that this director is playing back within

Return type:

MovieSceneSequence

on_created() None

Called when this director is created

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:

(LevelSequencePlayer)