Sequencer for cinematics and cutscenes in Unreal Engine.
Overview
This skill provides capabilities for creating cinematics using Unreal's Sequencer, including camera work, actor animation, and event triggering.
Capabilities
Sequence Creation
- Create level sequences
- Manage master sequences
- Handle sequence hierarchies
- Implement sequence players
Camera Work
- Create camera cuts
- Implement camera rails
- Handle camera animation
- Manage camera bindings
Actor Animation
- Key actor transforms
- Handle skeletal animation
- Implement audio tracks
- Manage event triggers
Integration
- Trigger from gameplay
- Handle sequence events
- Implement binding overrides
- Manage sequence transitions
Prerequisites
- Unreal Engine 5.0+
- Sequencer (built-in)
Usage Patterns
Level Sequence Setup
// Play sequence from code
ULevelSequence* Sequence = LoadSequence();
ALevelSequenceActor* SequenceActor;
ULevelSequencePlayer* Player =
ULevelSequencePlayer::CreateLevelSequencePlayer(
GetWorld(),
Sequence,
FMovieSceneSequencePlaybackSettings(),
SequenceActor
);
Player->Play();
Event Track
1. Add Event Track to sequence
2. Add key at desired time
3. Create event in blueprint
4. Bind event to function
Best Practices
- Use master sequences for organization
- Handle binding carefully
- Test sequence loading
- Manage memory for long sequences
- Profile playback performance