def bake_selected():
EAS = unreal.EditorActorSubsystem()
selectedObj = EAS.get_selected_level_actors()
sequence = unreal.LevelSequenceEditorBlueprintLibrary.get_current_level_sequence()
bindings = sequence.get_bindings()
bake_array = []
for binding in bindings:
for sel in selectedObj:
if binding.get_name() == sel.get_actor_label():
bake_array.append(binding)
if len(bake_array) >= 1:
bakeSettings = unreal.BakingAnimationKeySettings()
bakeSettings.baking_key_settings = unreal.BakingKeySettings.ALL_FRAMES
bakeSettings.start_frame = unreal.FrameNumber(sequence.get_playback_start())
bakeSettings.end_frame = unreal.FrameNumber(sequence.get_playback_end())
bakeSettings.reduce_keys = False
bakeSettings.frame_increment = 1
# Bake from the playback start to the playback end per frame
level_sequence_editor_subsystem = unreal.get_editor_subsystem(unreal.LevelSequenceEditorSubsystem)
level_sequence_editor_subsystem.bake_transform_with_settings(bake_array,bakeSettings)
print('Done baking')
Sorry, I understand a solution is provided, but how do I implement it properly? Does this mean I need to recompile the engine/plugin? If so, how do I go about doing that? I have tried changing it manually in a file, but no luck.