# Add Component Tracks To Sequencer Through Editor Utility Widget

**URL:** <https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309>\
**Category:** Blueprint\
**Tags:** Staff-Pick-UE, unreal-engine, editor, Widget, Blueprint, question\
**Created:** [January 18, 2023, 7:43pm UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309 "2023-01-18T19:43:27Z")\
**Posts on this page:** 10\
**Page:** 1

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**Author:** ![glasshandstudios](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/glasshandstudios/32/596657_2.png) [@glasshandstudios](https://forums.unrealengine.com/u/glasshandstudios)\
**Post date:** [January 18, 2023, 7:43pm UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309/1 "2023-01-18T19:43:28Z")

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Hello!

I have created a blueprint editor utility widget that will add a selected object to sequencer. The only problem I am running into is: “how can I add a component track to the actor through blueprints?” Using the add track function I can add a transform track, but not sure how to add my skeletal mesh components? Thank you in advance!

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**Author:** ![glasshandstudios](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/glasshandstudios/32/596657_2.png) [@glasshandstudios](https://forums.unrealengine.com/u/glasshandstudios)\
**Post date:** [January 18, 2023, 11:30pm UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309/2 "2023-01-18T23:30:58Z")

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![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/8/0/a802246698dee02a06217215693c017192fffe91.png)

It seems that I can add tracks, but I cannot specify the correct track in “track type”? If there was a track type of “skeletal mesh component”, it seems like this would be straight forward

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**Author:** ![RyanDowlingSoka](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ryandowlingsoka/32/1019778_2.png) [@RyanDowlingSoka](https://forums.unrealengine.com/u/RyanDowlingSoka)\
**Post date:** [January 19, 2023, 6:08am UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309/3 "2023-01-19T06:08:20Z")

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There isn’t such a thing as a SkeletalMeshTrack, there are object bindings instead, these aren’t the same as tracks, but are the objects that tracks manipulate.

You can add a possessable of a component, this will _ **look** _ like a subtrack of the actor, but is actually its own binding, just like the actor binding above it.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/e/6/7e6fd828ee6bc2b9a26becf510d94059c789a77c.png)

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/a/8/4a8663270aa3b10c8f580f74299d894fa83159b0.png)

Similarly you can do the same thing with spawnables, which can be useful. In those cases you need to get the ObjectTemplate from the spawnable binding and change settings there.

Hope this helps!

If any of these nodes are missing, you will need to get the SequencerScriptingPlugin enabled.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/c/b/1cb3cc330174d1f2c09c0ee11e0d5d376feeefb8.png)

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<div class="post-metadata">

**Author:** ![glasshandstudios](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/glasshandstudios/32/596657_2.png) [@glasshandstudios](https://forums.unrealengine.com/u/glasshandstudios)\
**Post date:** [January 19, 2023, 3:18pm UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309/4 "2023-01-19T15:18:33Z")

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Ah! Incredible! I was not familiar with possessables 🙂 Makes perfect sense now. Here is the final result that I came up with if anyone is curious

Huge thank you to Ryan! You sir are a rockstar 🙂

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/3/2/6325eea6b389898748b0af93f388e8386d7ec9e4.png)

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<div class="post-metadata">

**Author:** ![RyanDowlingSoka](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ryandowlingsoka/32/1019778_2.png) [@RyanDowlingSoka](https://forums.unrealengine.com/u/RyanDowlingSoka)\
**Post date:** [January 19, 2023, 4:44pm UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309/5 "2023-01-19T16:44:54Z")

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You could skip the Add Actors part i expect. Adding a possessable of an actor, or a component of an actor will do the same thing.

Glad it helps.

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**Author:** ![BoBohn](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoBohn](https://forums.unrealengine.com/u/BoBohn)\
**Post date:** [January 24, 2023, 3:00pm UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309/6 "2023-01-24T15:00:25Z")

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Thank you, it’s very usefull.  
I’m looking to automatically add Material Instance parameters in my sequence.  
I’m able to create MovieSceneMaterialComponentMaterialTracks for  
my SkeletalMeshComp but I don’t know how to add a section with the parameter name I want to edit in the sequence. How can I do that ?

Also, the track reference Element0 but if I create another track it also reference Element0, how can I get acces to Element1, 2, 3, …, 7?

 ![Sequence.PNG](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/4/d/b4da85a9edfac6a94188f969a06160369e94791e.jpeg)

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<div class="post-metadata">

**Author:** ![BoBohn](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BoBohn](https://forums.unrealengine.com/u/BoBohn)\
**Post date:** [January 24, 2023, 6:47pm UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309/7 "2023-01-24T18:47:48Z")

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I found a solution, cast the section to MovieSceneParameterSection and call Add Scalar Parameter Key.  
For the index element there is a function SetMaterialIndex in the cpp class MovieScaneComponenetMaterialTrack but it’s not blueprint callable, so I modified that, it’s working now.

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**Author:** ![Schmegg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Schmegg](https://forums.unrealengine.com/u/Schmegg)\
**Post date:** [December 10, 2024, 3:48pm UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309/8 "2024-12-10T15:48:20Z")

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Yoo, reviving this thread since I’m struggerling with a similar issue in UE5.4 that I can’t seem to solve on my own. I’m currently working on a tool to create an automated setup process for reference images but I can’t seem to figure out how to add an StaticMeshComponent to my Media Plate Actor (or any other actor for that matter) maybe one of you guys know how to achive this? Thanks in advance!

 ![NodeTree](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/4/1/841b2dc2a324d51087154babbd6653a8d8a027a6.jpeg)  
 ![poorpoorStaticMeshComponent](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/7/8/e787837d2dbe540865d92033fcbb2028a5be2912.png)

!

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<div class="post-metadata">

**Author:** ![Max.Chen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/max.chen/32/1194502_2.png) [@Max.Chen](https://forums.unrealengine.com/u/Max.Chen)\
**Post date:** [December 11, 2024, 6:10am UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309/9 "2024-12-11T06:10:07Z")

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You will need to grab the static mesh component from the media plate actor and call AddPossessable on that (just like you did with the media plate actor itself).

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<div class="post-metadata">

**Author:** ![Schmegg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Schmegg](https://forums.unrealengine.com/u/Schmegg)\
**Post date:** [December 13, 2024, 10:47am UTC](https://forums.unrealengine.com/t/add-component-tracks-to-sequencer-through-editor-utility-widget/752309/10 "2024-12-13T10:47:20Z")

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Thanks, it works as intended now!
