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OpenTimelineIO-Unreal-Plugin

This OpenTimelineIOUtilities plugin for Unreal Engine provides a configurable framework and actions for mapping between an OpenTimelineIO timeline and a UE level sequence hierarchy.

In the context of this plugin, OTIO stacks and clips map to level sequences; stacks being interpreted as sequences containing shot tracks, and clips as individual shot sections and their referenced sub-sequences. This approach supports arbitrarily nested (or flat) Sequencer pipelines in UE, and leans on implementation-defined hooks as a translation layer.

When importing a timeline, if a referenced level sequence does not yet exist, it will be created at the configured path prior to adding it as a sub-sequence. This capability enables some very useful automation workflows, supporting simultaneous timeline syncing and setup of shot scaffolding.

The plugin can also register a UE Factory (import mechanism) and Exporter (export mechanism) to add support for importing any OTIO-supported file format into a level sequence hierarchy, and exporting a level sequence hierarchy to one OTIO-supported file format (*.otio by default), through standard Unreal import/export interfaces. In many cases though, implementors will want to use the otio_unreal Python package to directly integrate these interfaces into pipeline-specific workflows.

In addition to these lower level components, the plugin provides a collection of high level actions with graphical interfaces for previewing (through an embedded opentimelineview instance) import and export results prior to making changes to the Unreal project or committing timeline data to disk. These actions serve both as intuitive tools for accelerating pipeline UX, as well as example code for exploring other integrations.

NOTE

This plugin's import function wraps all Unreal Editor changes in a ScopedEditorTransaction, making the operation revertible with a single Undo action.

Feature Matrix

This table outlines OTIO features which are currently supported by this plugin. For unsupported features, contributions are welcome.

Feature Supported
Single Track of Clips
Multiple Video Tracks
Audio Tracks & Clips
Gap/Filler
Markers
Nesting
Transitions
Audio/Video Effects
Linear Speed Effects
Fancy Speed Effects
Color Decision List
Image Sequence Reference

Install

This plugin requires that the Python packages referenced in requirements.txt are installed to a location on the UE_PYTHONPATH environment variable. See the Scripting the Unreal Editor Using Python docs for more info.

Once these dependencies are available to Unreal's Python environment, there are two options for installing the plugin:

Unreal Engine Plugin

To add the OpenTimelineIOUtilities plugin to a UE project, move its directory to one of the two Unreal plugin search paths:

  • Engine: /<UE Root>/Engine/Plugins
  • Game: /<Project Root>/Plugins

To make the plugin fully self-contained, you can install Python package dependencies to one or more platform-specific package directories within the plugin's Content directory structure: OpenTimelineIOUtilities/Content/Python/Lib/[Win64|Linux|Mac]/site-packages/

After an Unreal Editor restart the OpenTimelineIO (OTIO) Utilities plugin can be enabled in the UE Plugins dialog. Following another restart, all plugin functionality and Python packages will be available in Unreal Editor.

Python Only

To make this plugin available in Unreal Editor without installing it as a UE plugin, simply add the directory containing init_unreal.py (and the otio_unreal and otio_unreal_actions Python packages) to the UE_PYTHONPATH environment variable. UE will run init_unreal.py on startup to register the import and export interfaces, and make these packages available in Unreal's Python environment. Alternatively these same paths can be added to the Python plugin Additional Paths property in UE project settings.

Actions

When PySide2 is available in the Python environment, two actions with user interfaces are added to a new OPENTIMELINEIO section of these Unreal Editor menus:

  • Level Sequence menu above the viewport (slate/clapperboard icon).
  • Level Sequence context menu (right-click a Level Sequence asset in the Content Browser).

These actions must be triggered after a level sequence is loaded into Sequencer. This should usually be the main sequence under which all sequences and shots are organized so that imported and exported timelines will reflect this structure recursively.

Export Sequence to OTIO...

This tool will preview and export the current level sequence (loaded in Sequencer) to any OTIO-supported timeline format.

To use: launch the dialog, update the default timeline file path to the target file, and click OK to export. Registered export hooks will be called to finalize the timeline data (setting media references, etc.).

Update Sequence from OTIO...

This tool will preview and update the current level sequence (loaded in Sequencer) from any OTIO-supported timeline format. While a top-level sequence must exist prior to running this tool, sub-sequences will be created and referenced into a shot track where they did not exist previously. Existing sub-sequences and shot track sections will be updated to match the imported timeline.

To use: launch the dialog, update the default timeline file path to the file to import, and click OK to commit changes to the sequence hierarchy. In the dialog's level sequence tree, the Status column indicates which sequences will be updated (edit icon) or created (plus icon) when accepting the changes.

NOTE

A single Undo action will revert the committed changes, restoring the original sequence hierarchy and asset state.

Hooks

This plugin supports several custom OTIO hooks for implementing pipeline-specific mapping between timelines and level sequences. Unless the required unreal metadata is written to a timeline prior to import, at least one import hook is required to successfully import a timeline. No hooks are required to export a timeline, but can be used to setup media references for rendered outputs.

Hook Stage Description
otio_ue_pre_import Import Called to modify or replace a timeline prior to creating or updating a level sequence hierarchy during an OTIO import:
hook_function :: otio.schema.Timeline, Optional[Dict] => otio.schema.Timeline
otio_ue_pre_import_item Import Called to modify a stack or clip in-place prior to using it to update a level sequence or shot section during an OTIO import:
hook_function :: otio.schema.Item, Optional[Dict] => None
otio_ue_post_export Export Called to modify or replace a timeline following an OTIO export from a level sequence hierarchy:
hook_function :: otio.schema.Timeline, Optional[Dict] => otio.schema.Timeline
otio_ue_post_export_clip Export Called to modify a clip in-place following it being created from a shot section during an OTIO export:
hook_function :: otio.schema.Clip, Optional[Dict] => None

The primary goal of the import hooks are to add the following metadata to each stack and clip in the timeline which should map to a level sequence asset path in Unreal Engine:

"metadata": {"unreal": {"sub_sequence": "/Game/Path/To/Sequence.Sequence"}}

Conversely, the goal of the export hooks are to interpret and convert this metadata into media references which point to rendered outputs from a movie render queue. By default, all media references are set to MissingReference on export.

Each of these goals can be implemented at a global level (updating the timeline once) or a granular level (updating each stack and clip in-place).

See the OTIO documentation for instructions on adding hooks to the OTIO environment.

An example OTIO plugin manifest file and UE-specific hooks can be found in examples/hooks.

NOTE

All OTIO hook functions must have the following signature and parameter names, regardless of expected parameter type:

def hook_function(in_timeline, argument_map=None):
    ...

For example, the first parameter should always be named in_timeline, even though the value received in these UE-specific hooks may be a Timeline, Stack, or Clip object.

Environment Variables

OTIO import/export behavior in Unreal Engine can also be configured with a number of supported environment variables. None of these are required.

Variable Description Example
OTIO_UE_REGISTER_UCLASSES 1 (the default) enables OTIO uclass registration in UE, adding OTIO to UE import and export interfaces. Set to 0 to disable all registration. 0
OTIO_UE_IMPORT_SUFFIXES Comma-separated list of OTIO adapter suffixes to register for import into UE. If undefined, all adapters are registered. otio,edl,xml
OTIO_UE_EXPORT_SUFFIX One OTIO adapter suffix to register for export from UE. Defaults to otio. edl

Python API

The otio_unreal Python package provides an API to assist in implementing this plugin into pipeline-specific tools and user interfaces. See the otio_unreal.adapter module for the main interface documentation.

Known Issues

  • Registering an unreal.Factory via Python, as is done for the OTIO Factory (importer), doesn't pass the current Unreal Content Browser location to the created unreal.AssetImportTask destination_path attribute, preventing creation of the root level sequence in the expected directory when importing via a Content Browser context menu. If a hook defines sub_sequence in the imported timeline's root "tracks" stack unreal metadata, the level sequence will be created at that pipeline-defined location, otherwise it will be created in a default /Game/Sequences directory.