What I really am interested in is, from a sequencer, getting a spawnable actors transform. When I use get_spawnables(), the objects returned are MovieSceneBindingProxy which you can’t use get_transform() with.
So, it brought up another question of, how does Unreal know the spawnable’s position in the sequencer before the sequence is actually run? And, is that same method accessible through blueprint or python? After all, the transform values are not being keyed as a track in the sequencer, but somehow still saved in it.
Thanks for any help in advance.
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Hi @Marv_inxile, you can try “Get Object Template” for spawnable actors
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Thanks for the reply @piggest_pig. This was something we had tried and realized it works, but it only works if the sequencer is open. If it’s not, you’ll get all zeroes for the transform.
We’d like to get these values without the need to open every sequence because we could be going through quite a lot of them.
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That’s a interesting problem I never met before. We can do some “copy-paste hack”:
Then you can find the default values like this
Translation(0)=(TickResolution=(Numerator=24000))
Translation(1)=(TickResolution=(Numerator=24000))
Translation(2)=(DefaultValue=200.000000,TickResolution=(Numerator=24000))
Rotation(0)=(TickResolution=(Numerator=24000))
Rotation(1)=(DefaultValue=15.000000,TickResolution=(Numerator=24000))
Rotation(2)=(DefaultValue=100.000000,TickResolution=(Numerator=24000))
Next step is to parse the string output because there will be a lot of content. Hope it works!
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