I want to be able to reference bindings that I have in a sub level sequence, for example a camera id for use in a camera cuts track. Or vice versa, be able to set a binding in a parent sequence from within the sub sequence. I would like to do this via blueprints/C++. For the camera cuts track specifically I am setting both to the same binding id and I am still able to lock onto the camera from the master sequence, however It says “No Object Binding Specified”. For things other than the camera I am having trouble with the bindings going away after reopening the sequence. Most of these object I am trying to reference are spawned in via the level sequence (Usually the subsequences). I know this should be able to work as I can do it just fine from within the sequencer, but through blueprints I am getting lot’s of issues.
Take a look at the examples in
Engine\Plugins\MovieScene\SequencerScripting\Content\Python\sequencer_examples.py
There’s a function create_root_level_sequence that creates a binding for a camera:
camera_binding_id = subsequence.make_binding_id(camera_binding, unreal.MovieSceneObjectBindingSpace.LOCAL)
HI,I just use this fuction which it is in this sample py file, but it show a error,'AttributeError: ‘LevelSequence’ object has no attribute ‘make_binding_id’,I use unreal 5.3,do you know how to fix this problem.And I can not find the attribute ‘MovieSceneObjectBindingSpace.LOCAL’ in my unreal.py either.