Changing Sequencer Audio Track "Start Frame Offset" in code or Blueprint

Hi, a (hopefully) simple question: Is it possible to modify the “Start Frame Offset” property of an Audio Track Section in a Sequence in Blueprint or C++ code? I see a few Blueprints related to that but I can’t seem to figure out the correct things to hook together to make them work. :slight_smile:

We are making a music game and we would like to apply an offset to the audio track based on an AV sync calibration that we run on startup.

Thanks!

In case anyone else is wondering, here is the C++ code I ended up with. I wasn’t able to figure out how to do it in BP.

void ApplyCalibrationToSequence(ALevelSequenceActor *target)
{
	const TArray < UMovieSceneTrack* >& masterTracks = target->SequencePlayer->GetSequence()->GetMovieScene()->GetMasterTracks();
	for (int t = 0; t < masterTracks.Num(); t++)
	{
		const TArray < UMovieSceneSection* >& sections = masterTracks[t]->GetAllSections();
		for (int s = 0; s < sections.Num(); s++)
		{
			if (sections[s]->GetClass() == UMovieSceneAudioSection::StaticClass())
			{
				UMovieSceneAudioSection* audioSection = Cast<UMovieSceneAudioSection>(sections[s]);
				audioSection->SetStartOffset(FFrameNumber(CalibrationOffsetFrame));
			}
		}
	}
}