unreal.LevelSequencePlayer

class unreal.LevelSequencePlayer(outer=None, name='None')

Bases: unreal.MovieSceneSequencePlayer

ULevelSequencePlayer is used to actually “play” an level sequence asset at runtime.

This class keeps track of playback state and provides functions for manipulating an level sequence while its playing.

C++ Source:

  • Module: LevelSequence
  • File: LevelSequencePlayer.h

Editor Properties: (see get_editor_property/set_editor_property)

  • on_camera_cut (OnLevelSequencePlayerCameraCutEvent): [Read-Write] Event triggered when there is a camera cut
  • on_finished (OnMovieSceneSequencePlayerEvent): [Read-Write] Event triggered when the level sequence player finishes naturally (without explicitly calling stop)
  • on_pause (OnMovieSceneSequencePlayerEvent): [Read-Write] Event triggered when the level sequence player is paused
  • on_play (OnMovieSceneSequencePlayerEvent): [Read-Write] Event triggered when the level sequence player is played
  • on_play_reverse (OnMovieSceneSequencePlayerEvent): [Read-Write] Event triggered when the level sequence player is played in reverse
  • on_stop (OnMovieSceneSequencePlayerEvent): [Read-Write] Event triggered when the level sequence player is stopped
classmethod create_level_sequence_player(world_context_object, level_sequence, settings) -> (LevelSequencePlayer, out_actor=LevelSequenceActor)

Create a new level sequence player.

Parameters:
Returns:

out_actor (LevelSequenceActor): The level sequence actor created to play this sequence.

Return type:

LevelSequenceActor

get_active_camera_component() → CameraComponent

Get the active camera cut camera

Returns:
Return type:CameraComponent
on_camera_cut

(OnLevelSequencePlayerCameraCutEvent) – [Read-Write] Event triggered when there is a camera cut