# UE 5.8: SequencerTools.export\_level\_sequence\_fbx() in Python writes every spawnable only as bare nodes

**URL:** <https://forums.unrealengine.com/t/ue-5-8-sequencertools-export-level-sequence-fbx-in-python-writes-every-spawnable-only-as-bare-nodes/2735461>\
**Category:** Issues and Bug Reporting (Unreal Engine)\
**Tags:** Python, unreal-engine\
**Created:** [July 13, 2026, 6:13pm UTC](https://forums.unrealengine.com/t/ue-5-8-sequencertools-export-level-sequence-fbx-in-python-writes-every-spawnable-only-as-bare-nodes/2735461 "2026-07-13T18:13:21Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![juanpb](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/juanpb/32/480075_2.png) [@juanpb](https://forums.unrealengine.com/u/juanpb)\
**Post date:** [July 13, 2026, 6:13pm UTC](https://forums.unrealengine.com/t/ue-5-8-sequencertools-export-level-sequence-fbx-in-python-writes-every-spawnable-only-as-bare-nodes/2735461/1 "2026-07-13T18:13:22Z")

</div>

### Summary

UE 5.8: exporting a Level Sequence to FBX from Python (SequencerTools.export\_level\_sequence\_fbx) writes every spawnable as bare transform or attribute nodes with none of its meshes or data.  
A spawnable camera loses its camera attribute, a spawnable static mesh loses its geometry, etc. Maya/other DCCs import them as empty transforms.  
Worked in 5.7. Only scripted/headless export is affected; the manual editor “Export…” path and possessables are fine.

### What Type of Bug are you experiencing?

Other

### Steps to Reproduce

Create a Level Sequence with a spawnable, e.g. a static-mesh sphere, or a CineCameraActor (leave the Spawn track at default: constant “spawned”, no toggling keys).

Run in the Python console:

```Python
import os
import unreal

editor_subsys = unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem)
world = editor_subsys.get_editor_world()

output_dir = "C:/tmp"
if not os.path.exists(output_dir):
    os.makedirs(output_dir)

seq = unreal.LevelSequenceEditorBlueprintLibrary.get_focused_level_sequence()
params = unreal.SequencerExportFBXParams()
params.sequence = seq
params.root_sequence = seq
params.world = world
params.fbx_file_name = f"{output_dir}/{seq.get_name()}__test_export.fbx"
unreal.SequencerTools.export_level_sequence_fbx(params)

```

Import the FBX into Maya (or inspect it), the spawnable is an empty transform: no mesh, no camera.

Compare: with the sequence open, RMB the binding → “Export…” → the FBX contains the full object.

### Expected Result

Python export includes each spawnable’s mesh/camera/etc., matching 5.7 and the editor’s “Export…” result.

### Observed Result

Python export writes spawnables as bare transforms with no component data. Editor export is correct.

### Affects Versions

5.8

### Platform(s)

Windows

### Additional Notes

Regression from 5.7. Not type-specific, affects all spawnables (verified with a static-mesh sphere and a CineCamera).

Root cause: the spawnable is never spawned in the player Python creates, so there’s no live actor to export from. In 5.8, `FAllSpawnableRestoreState::SaveStateForSpawnable` (`MovieSceneToolHelpers.cpp`, ~line 4682) added a `ShouldSectionBeModified()` guard that only force-spawns when the Spawn track has toggling keys.  
UE 5.7 force-spawned unconditionally. For a constant Spawn track, `bWasChanged` stays false, so the `SetPlaybackPosition(StartTime)` spawn eval in `SequencerTools.cpp:309` is skipped, and the fresh `ULevelSequencePlayer` from `CreateLevelSequencePlayer` (`SequencerTools.cpp:347`) is never evaluated.  
`ExportLevelSequence/ExportLevelMesh` then find no live component and write a bare transform. The editor path works only because it reuses the already-open Sequencer, whose spawnable is already live (`LevelSequenceFBXInterop.cpp:255`).

Workaround: temporarily add two differing keys to each spawnable’s Spawn track before export.
