How can I delete a transform channel???

TL;DR: There’s no way to delete Sequencer channels via Utility Blueprint and this is driving me insane.

I’m on UE 5.3. When importing FBX animated cameras from Blender they appear huge, and their scale is baked into the keyframes so I’m trying to automate fixing multiple cameras at once and I managed to do it by looping through all Scale channels’ keyframes and setting their value to 1 but if I have too many keyframes/cameras it either takes too long or crashes so I’d like to delete the Scale channel instead but I’ve looked everywhere and there doesn’t seem to be a way to delete a sequence channel. I can delete tracks and sections but then it’ll delete all transform keys, not just Scale. I did try deleting all Scale channel keys in the loop but it didn’t even seem to work and would be just as slow anyways.

I can manually delete individual tracks from the UI so why can I not do it via Blueprints?
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absolutely ignored, as usual. great.

For Transform Tracks, it’s usually treated as 9 double channels for the transform while Control Rig Controls are treated as float channels. The channels are generally named pretty verbose, something like {actor_name|control name}.(Location|Rotation|Scale).(X|Y|Z)_{InstanceNumber}. I wrote my own parser/helper functions to extrapolate these to be more meaningful, but you do have to loop through each axis separately.

You’ll need to create a loop like this to remove specific keys.

If you want to remove specific frames/values you can also break each key to do comparisons.

The forum is generally pretty hard to get prompt and meaningful help. I’d recommend joining some discord channels to get more immediate help from other experts or peers.