stop_level_sequence_runtime
Stop a runtime level sequence player by its player key, release its hosting actor, and invalidate the key for cleanup.
Instructions
Stops the runtime ULevelSequencePlayer whose player_key play_level_sequence_runtime returned, forgets the key and destroys the ALevelSequenceActor hosting it, so the key is invalid afterwards. Returns player_key, stopped (true when a playing or paused player was stopped, read back after Stop) and playing as read just after Stop. A player that had already stopped (it reached its end, say) is still released: success with stopped false and a note. A player still playing or paused after Stop is an error, and the key and its actor are kept. Use pause_level_sequence_runtime to keep the player.
Returns: { player_key: string, stopped: bool, playing: bool, note?: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| player_key | Yes | Player key returned from play_level_sequence_runtime |