Possible to read Sequencer track data?

I used another FindTrack() in my code. This function is just quick test, but you should get idea how to fetch tracks :slight_smile:

.h

UFUNCTION(BlueprintPure, Meta = (DisplayName = "Get Sequencer Track", Keywords = "sequencer track"))
		static TArray<UMovieSceneTrack*> GetSequencerTrack(const class ULevelSequence* Asset, TSubclassOf<UMovieSceneTrack> TrackClass);

.cpp

TArray<UMovieSceneTrack*> USequenceBlender::GetSequencerTrack(const class ULevelSequence* Asset, TSubclassOf<UMovieSceneTrack> TrackClass)
{
	TArray<UMovieSceneTrack*> tracks;

	if (Asset) 
	{
		UMovieScene* movie = Asset->GetMovieScene();
		for (int i = 0; i < movie->GetPossessableCount(); i++)
		{
			const FGuid& guid = movie->GetPossessable(i).GetGuid();
			UMovieSceneTrack* track = movie->FindTrack(TrackClass, guid, NAME_None);
			if (track != nullptr)
				tracks.Add(track);
		}
	}
	return tracks;
}