add_marked_frame
Adds or updates a labeled marker at a tick frame in a Level Sequence, optionally making it an evaluation fence in an undoable, saved edit.
Instructions
Adds a marked frame (a labelled marker on the Sequencer timeline) at a tick-resolution frame of a Level Sequence found by asset name under /Game, in an undo transaction, and saves the sequence; is_determinism_fence turns the same mark into an evaluation fence. Idempotent per frame: an existing mark at that frame is updated instead of duplicated, its label replaced when one is given and both flags overwritten with the values passed (false when omitted); already_existed says which. Read marks with get_marked_frames, delete one with remove_marked_frame.
Returns: { sequence_name: string, frame: int, mark_index: int, label: string, is_determinism_fence: bool, is_inclusive: bool, already_existed: bool, marked_frame_count: int, saved: bool, save_error?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| frame | Yes | Tick frame number to mark. | |
| label | No | Optional human-readable label (auto-generated if empty). | |
| is_inclusive | No | Optional bool (default false): when a determinism fence, how the previous/next ranges are dissected ((X,Y]->(Y,Z] vs (X,Y)->[Y,Z]). | |
| sequence_name | Yes | Name of the target Level Sequence. | |
| is_determinism_fence | No | Optional bool (default false): treat the mark as an evaluation fence (cannot be crossed in one evaluation). |