# Get all possessables and spawnables
possessables = sequence_asset.get_possessables()
spawnables = sequence_asset.get_spawnables()
all_bindings=possessables+spawnables
# Get a CineCameraActor in the world
camera_actor = None
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if isinstance(actor, unreal.CineCameraActor):
camera_actor = actor
break
if not camera_actor:
print("❌ No CineCameraActor found in the level")
else:
# Add as possessable (this gives a proper MovieSceneBindingProxy)
binding_proxy = sequence_asset.add_possessable(camera_actor)
# 🔁 Force the sequencer to recognize the change
# unreal.AssetEditorSubsystem().open_editor_for_assets([sequence_asset])
# Try to get the ObjectBindingID
object_binding_id = sequence_asset.get_binding_id(binding_proxy)
print(f"🎯 Binding display name: {binding_proxy.get_display_name()}, ObjectBindingID: {object_binding_id}")
for binding_proxy in all_bindings:
guid = binding_proxy.is_valid()
id=binding_proxy.get_id()
name = binding_proxy.get_display_name()
#tests
LogPython: Binding: CameraComponent, Guid: True, id:<Struct 'Guid' (0x0000097110437AB0) {}>
LogPython: Binding: CineCameraActor, Guid: True, id:<Struct 'Guid' (0x00000971104322B0) {}>
LogPython: Binding: Cine Camera Actor, Guid: True, id:<Struct 'Guid' (0x000009711043B240) {}>
id:<Struct ‘Guid’ (0x000009711043B240) {}
always return empty id but binding proxy is valid.
I tried all the classes related to the binding id, they are all the same.
thank you