It hasn’t moved. You have the SequencerScripting plugin enabled?
You might have to install with the Engine Source option.
There is also an sequencer_fbx_examples.py file. Here’s a snippet for fbx export from that file (the formatting might be a little off):
This is an example of how to export fbx with animation information with sequencer. In this example we load a map and corresponding level sequence,
grab all of the bindings from that sequence, set some export options, then export the fbx file.
To save less you need to only choose those bindings you want to export.
Open the Python interactive console and do similarly as below:
map_asset_path - String that points to the map that conatains the possessables contained in the Movie Scene sequence.
sequencer_asset_path - String that points to the Movie Scene sequence asset.
output_file - String that shows the full path of the created fbx file.
def export_fbx(map_asset_path, sequencer_asset_path, output_file):
# Load the map, get the world
world = unreal.EditorLoadingAndSavingUtils.load_map(map_asset_path)
# Load the sequence asset
sequence = unreal.load_asset(sequencer_asset_path, unreal.LevelSequence)
# Set Options
export_options = unreal.FbxExportOption()
export_options.ascii = True
export_options.level_of_detail = False
# Get Bindings
bindings = sequence.get_bindings()
unreal.SequencerTools.export_fbx(world, sequence, bindings, export_options, output_file)