add_component_material_track
Adds or reuses a component material parameter track on a Level Sequence binding, keys a scalar parameter at a frame when provided, and saves the sequence.
Instructions
Adds a component material parameter track for one indexed material slot to an object binding of a Level Sequence (first asset-name match under /Game), or reuses the binding's existing track for that slot, and saves the sequence. With parameter_name it keys that scalar parameter at frame (a tick-resolution frame) and reads the key back: success requires it, and a key the engine would skip (locked section, read-only sequence) is refused before anything is written; without it, it only adds a section spanning the playback range when the track has none. The slot index is not checked against the bound component, which is not resolved. An unknown binding_guid or a material_index that is not a whole number >= 0 is an error. For a Material Parameter Collection use add_material_parameter_collection_track; for other animated properties use add_property_track.
Returns: { sequence_name: string, binding_guid: string, track_class: string, track_added: bool, material_index: int, material_type: string, parameter_name: string, value: number, key_added: bool (read back from the track), section_added: bool (the track gained a section, keying included), scalar_channel_count: int, section_count: int, saved: bool, save_error?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| frame | No | Optional frame number for the key (default 0) | |
| value | No | Optional scalar value for the keyed parameter (default 0.0) | |
| binding_guid | Yes | GUID of the actor/component object binding to attach the material track to | |
| sequence_name | Yes | Name of the target Level Sequence | |
| material_index | No | Optional indexed material slot the track animates, a whole number >= 0 (default 0) | |
| parameter_name | No | Optional scalar material parameter name to key |