add_subcomponent_possessable
Add a component possessable as a child of an existing Level Sequence binding, record its name, class, and parent, then save the sequence in an undo transaction.
Instructions
Adds a component possessable as a child of an existing binding (possessable or spawnable) of a Level Sequence found by asset name under /Game, in an undo transaction, and saves the sequence; each call adds a new one, named possessable_name or else the component_class text. It records name, class and parent only: no component object is bound to it. To possess an actual component of an editor-world actor use bind_component_to_sequence; for whole actors use bind_actor_to_sequence or add_spawnable_to_sequence. An unknown parent GUID, an unresolvable class, or a class that is not an ActorComponent is an error.
Returns: { sequence_name: string, possessable_guid: string, component_class: string, parent_guid: string, saved: bool, save_error?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| sequence_name | Yes | Name of the level sequence asset. | |
| component_class | Yes | Component class name (e.g. 'StaticMeshComponent', 'SpotLightComponent'). | |
| possessable_name | No | Optional override name for the new possessable. | |
| parent_binding_guid | Yes | GUID of the parent binding (spawnable or possessable). |