I have a bunch of level sequences that I want to add stuff to programmatically. I am doing this with an editor utility tool blueprint. I’ve been able to figure out most of how to do things through code/blueprint scripting but what I cannot figure out how to do is to add a component from within a blueprint into the sequencer.
For example, if you drop a blueprint onto the level sequence it will make a spannable of that class (Or you can add spawnable from class via blueprint) then you can click track on the blueprint and see all the components of the blueprint to add as some type of sub track, or binding, onto that blueprint. I want to be able to do this same thing, but through blueprint scripting or C++.
Does anyone have any thoughts or answers on how I might be able to do this? I can give more explanation if needed.
From the Content Browser, click Add/New > Blueprint Class. Then, from the Pick a Native Class menu, select Actor Component to create a new Actor Component named Bp_HealthComponent.
I think you may be misreading my question, or I don’t understand your answer?
I need to use blueprints or C++ code to add a blueprints component to the level sequencer. It’s a much more complex situation than simply adding a component or something to a blueprint through the editor. I also don’t know why you mention anything about health? Haha
Thanks for the response, and sorry for the incredibly late reply. haha
What you suggested obsoletely does work, what I realized is I really wanted to do that, except without the level sequence having to be open, since I want to iterate through a lot of level sequences and make this change across them all. I’m sure there is a way somehow to do it like that, but since the sequence isn’t loaded and the object isn’t “spawned” into the level the blueprint and component are always null.
It’s not really a massive deal for now to just open the level sequence, make the change, then close it, but if I someone has any ideas on how I could do it without having to open them that would be great!
I get this, add a moviescene(double/bool/string)track ,(i test moviescenedoubletrack) -----add cast to moviescenepropertytrack -----set propertypath and name,note path and name 。maybe they are defferent, name is your blueprint(actor) ---- detail panel ------variable character, path is your blueprint ------my blueprint panel----variables variable character 。 and then moviescenepropertytrack reference----- add section—get all channels---- cast to moviescenescriptingdoublechannel---- add key—set time 。
sorry my bad english , blueprint variable has “expose to cinematics”that you can key frame for this variable in level sequencer, i want to add this variable track through blueprint uitility . then, i got solution,