moving/scaling sections/keyframes in sequencer using blueprints

Hi,
We are using Unreal to visualize constructions at work, we have made a tool that populates a sequence with dates based on user input for start, end and framerate per day. We add in animation clips which show the various key phases during construction and adjust the lengths of these manually to match the construction plan.

We want to be able to now manipulate the current sequence by moving and/or scaling the sections in the level sequence. An example for this would be that we for example created the original timeline with 2 frames per day, but want to double this to 4 frames per day. How can we access and move the start and end of each track in the sequence using the blueprint tool?
In the level sequence UI I see that every track has a grey bar indicating the start and stop of each track, and moving these scales all the sections within. Is there a way to manipulate this in blueprint?
If not,
I have manage to set correct start and end points for every animation clip that is in the sequence, but this doesn not affect the keyframes that are set directly in the sequencer (i.e. visibility and transforms). How can I get and set the key’s frametime/number?
Let me know if more info is needed about current tool or what I am struggling with.
Thanks

Found the solution for this: Not able to do it with blueprints at current stage, so made a blueprint node using C++ that handles this correctly

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