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
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])
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-355265 in the post.
| 0 |
| Component | UE - Anim - Sequencer |
|---|---|
| Affects Versions | 5.7 |
| Created | Nov 25, 2025 |
|---|---|
| Updated | Nov 25, 2025 |