Description

When you have a custom float channel and run the above, It works great if it's a regular 'MovieScene3DTransformSection' :

LogPython: [

{channel_name: "Location.Y", section: "/Script/MovieSceneTracks.MovieScene3DTransformSection'/Game/NewLevelSequence.NewLevelSequence:MovieScene_0.MovieScene3DTransformTrack_3.MovieScene3DTransformSection_0'"}

]

But if you have float keys selected, the channel name is empty:

LogPython: [

{channel_name: "", section: "/Script/MovieSceneTracks.MovieSceneFloatSection'/Game/NewLevelSequence.NewLevelSequence:MovieScene_0.MovieSceneFloatTrack_1.MovieSceneFloatSection_0'"}

]

This can cause issues down the line with .get_name() , but it's proving particularly difficult to cast to as an

"unreal.SequencerChannelProxy" in order to satisfy unreal.SequencerCurveEditorObject

.select_keys()

which is what I'm ultimately hoping to do.

Could be pilot error on my part but I'm sorta going in circles so any help appreciated [Image Removed]

Casey

Steps to Reproduce

Steps to Reproduce

This is running on a vanilla 5.7 install on Windows 11. No custom plugins or fancy settings....

 

{Assuming you have selected the keys of a custom float curve in the curve editor.....}

level_seq_subsystem = unreal.get_editor_subsystem(unreal.LevelSequenceEditorSubsystem)

curve_editor = level_seq_subsystem.get_curve_editor()

keyed_channels = curve_editor.get_channels_with_selected_keys()

print(keyed_channels[0])

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-355265 in the post.

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Unresolved
ComponentUE - Anim - Sequencer
Affects Versions5.7
CreatedNov 25, 2025
UpdatedNov 25, 2025
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