unreal.MovieSceneScriptingActorReferenceKey

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

Bases: unreal.MovieSceneScriptingKey

Exposes a Sequencer Actor Reference 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: MovieSceneScriptingActorReference.h
get_time(time_unit=SequenceTimeUnit.DISPLAY_RATE) → FrameTime

Gets the time for this key from the owning channel.

Parameters: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?
Returns: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:FrameTime
get_value() → MovieSceneObjectBindingID

Gets the value for this key from the owning channel.

Returns:The object binding for this key.
Return type:MovieSceneObjectBindingID
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.

Parameters:
  • 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.

Parameters:new_value (MovieSceneObjectBindingID) – The new object binding for this key.