set_section_color
Set the editor color tint for a specific Level Sequence section using RGB/alpha values, then save the asset so the tint persists in the Unreal Editor.
Instructions
Set the editor color tint of a sequencer section (UMovieSceneSection::SetColorTint). The tint is WITH_EDITORONLY_DATA (a no-op in cooked/no-editor-data builds); in the editor it persists on the asset.
Returns: { sequence_path: string, section_index: int, color: { r: int, g: int, b: int, a: int }, set: bool, saved: bool, save_error?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| a | No | Alpha component 0-255 (int; default 255). | |
| b | No | Blue component 0-255 (int; default 0). | |
| g | No | Green component 0-255 (int; default 0). | |
| r | No | Red component 0-255 (int; default 0). | |
| track_type | No | Optional class filter (see set_section_easing). | |
| track_index | No | Index into the binding's tracks (default 0). | |
| binding_guid | No | GUID of the binding whose section to edit. | |
| section_index | No | Index of the section on the resolved track (default 0). | |
| sequence_name | No | Alias for sequence_path. | |
| sequence_path | No | Full /Game path OR bare asset name of the target Level Sequence. | |
| binding_name_or_guid | No | Alias for binding_guid, read only when binding_guid is absent; it must also be a GUID string, a bound object's name is not resolved. |