add_subsequence_track
Nest one Level Sequence inside another by adding a subsequence track and a timed section, loading or creating the inner sequence and saving the target.
Instructions
Nests one Level Sequence in another: finds the target's first root track of exactly the subsequence class (never a cinematic shot track or another subclass) or adds one, adds a sub section playing the inner sequence from start_frame for duration tick-resolution frames, and saves the target. The inner sequence is sub_sequence_path, or _Sub in the target's folder when omitted; it is loaded when it exists, else created and saved as a new asset (inner_sequence_created says which). Each call adds another section. An inner sequence that cannot be loaded, created or saved (a new one that fails to save stays in memory only), that is the target itself, or that already plays the target at any depth is an error and nothing is added. success is false, with save_error, when the save of the target fails. For cinematic shots use add_shot_track.
Returns: { sequence_path: string, track_class: string, track_added: bool, section_added: bool, inner_sequence_created: bool (true only when this call created the inner sequence), start_frame: int, duration: int, section_count: int, sub_sequence_path: string, sub_sequence_name: string, saved: bool, save_error?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| duration | No | Section duration in tick frames (default 150). | |
| start_frame | No | Inclusive start frame for the sub section (default 0). | |
| sequence_name | No | Alias for sequence_path. | |
| sequence_path | No | Full /Game path (e.g. "/Game/MyGame/SUBSEQ_Example") OR bare asset name of the target Level Sequence. | |
| sub_sequence_path | No | Optional content path of the sub Level Sequence to nest. If omitted, a sibling inner Level Sequence is created and persisted. |