get_sequence_tracks
Lists all tracks in a Level Sequence by name, including root/master tracks, camera cut, and per-binding nested tracks, returning counts and structure without opening Sequencer.
Instructions
Lists the tracks of a Level Sequence, the first asset under /Game whose name matches sequence_name (case-insensitive): root (master) tracks, the camera cut track included, with display name, track name, class and section count, then each object binding (guid, display name) with its own tracks nested. Read-only; needs no open Sequencer. total_track_count is the number of tracks listed: root tracks plus every binding's tracks. For flat lists carrying binding_guid use get_sequence_master_tracks; for spawnable/possessable flags use get_sequence_bindings; for one binding use get_binding_tracks.
Returns: { sequence_name: string, master_tracks: [object], bindings: [object], master_track_count: int, binding_count: int, total_track_count: int }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| sequence_name | Yes | Name of the target level sequence |