Sequencer scripting problem in UE5.1

Hello,

I’m using blueprints to script/automate animation creation in sequencer in the Unreal engine Editor. (like moving/rotating a static mesh)
It was working well in Unreal Engine 4.27, but I have some issues since I migrated my project to 5.1

I’m creating a MovieScene3DTransform track and adding a section to it, but when I get the channels (with the new “Get All Channels”) and cast them to “MovieSceneScriptingFloatChannel”, the cast doesn’t work anymore:

Any idea what I have to do to make it work? I’m able to get the channels (like Rotation.Z), it’s just the casting that fails…

Thank you!

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I found a solution, if anyone comes accros the same problem:

Seems like we now need to cast to “MovieSceneScriptingDoubleChannel” instead of FloatChannel.

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You saved my life.