Access ALL Sequence Keys

This question was created in reference to: [Access keyframes via blueprint and move [Content removed]

I still have the same problem as in this Threat. I want to Move ALL keys from a selected Binding.

the problem is that some Tracks dont get used.

I tried the Parameter collection Track. But i dont want to Build all materials with a Collection Track restriction.

Is there a possibility to move all the keys of every track?

UMovieSceneComponentMaterialParameterSection. this didnt work in my case.

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Steps to Reproduce
Tool is included in the uploaded files.

Function to check F_MoveKeys

Thanks for sending your files to speed up the process of answering. In your tool you are definitely on the right path. The RGBA channels of the MovieSceneComponentMaterialParameterSection are Float channels. Your BP logic does follow through and execute the keyframe offset for the float channels, but it looks like your current bug is caused by a disconnected execution pin in “F_SetTimeOfKeyFloatChannle”. When I reconnect that, those keys move as expected.

Another possible problem is that you are offsetting all keys for “GetSelectedBindings”. The “Cube” actor and the “StaticMeshComponent” component are considered two bindings, so you need to select both at the same time. If you want to only select the parent actor and have all child possessables / tracks affected, you can use “GetChildPossessables” in this case. Then you can run the logic on all the bindings you’ve gathered.

Unfortunately I don’t know of a way to quickly get all keys in the sequence with our current scripting tools.

Thx this works. :sweat_smile: disconnected execution pin, stupid bug.

But the “GetChildPossessables” is a nice function that i use now.

This is enough to finish this tool. Ticket can be closed. Thx

Ticket can be closed. Thx. Everything for moving keys works so far.