unreal.UsdLevelSequenceAssetUserData

class unreal.UsdLevelSequenceAssetUserData(outer: Object | None = None, name: Name | str = 'None')

Bases: AssetUserData

We assign these to persistent LevelSequences that bind to one of the actors/components that the stage actor spawns. We need this as part of a mechanism to automatically repair those bindings when they break if we close/reload the stage.

C++ Source:

  • Plugin: USDImporter

  • Module: USDClasses

  • File: USDAssetUserData.h

Editor Properties: (see get_editor_property/set_editor_property)

  • handled_binding_guids (Set[Guid]): [Read-Write] Set of binding GUIDs that we already handled in the past. We use this so that we won’t try and overwrite the changes in case the user manually clears/modifies a binding we previously setup.

  • last_checked_signature (Guid): [Read-Write] The LevelSequence has a Guid that is changed every time its state is modified. We pay attention to that so that we can avoid reprocessing a LevelSequence that hasn’t changed

property handled_binding_guids: None

[Read-Write] Set of binding GUIDs that we already handled in the past. We use this so that we won’t try and overwrite the changes in case the user manually clears/modifies a binding we previously setup.

Type:

(Set[Guid])

property last_checked_signature: Guid

[Read-Write] The LevelSequence has a Guid that is changed every time its state is modified. We pay attention to that so that we can avoid reprocessing a LevelSequence that hasn’t changed

Type:

(Guid)