How can I get the binding ID for something in a sub level sequence?

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.

seems like this example in 5.3 is old method,it cannot work in such as 5.2 5.3version,and in the end i found the right method in the 5.4 examples folder,which can work very well in 5.3 and also 5.2.

For anyone stumbling on this post, solution to date is to use the “Get Portable Binding ID” node that’s made exactly for this