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Cinematics (Sequencer)

Animation & rigging
56 operationssequencer

Build Level Sequences for cinematics: bindings, tracks and keyframes, and play them back in the editor.

What it’s for

Ask your assistant to build or edit a Level Sequence, Unreal’s timeline for cinematics and cutscenes. It can create the sequence, bind actors from your level, add animation, transform and camera tracks, set keyframes, and play the result in the editor so you can review the shot.

Use it when you want a cinematic put together without scrubbing through the Sequencer panel yourself. Bind your hero, give them an animation, cut between cameras and play it back. Your assistant can also read an existing sequence first, so its edits fit what is already there.

To render a finished sequence to frames offline, use Movie Render Queue. For animation assets outside Sequencer, see Animation.

Things you can ask

Create a cinematic and bind an actor

You get a new sequence with your actor ready to animate.

examplesequencer
You: Make a cinematic called Intro under /Game/Cines and bind the Hero actor into it.

Created /Game/Cines/Intro and bound Hero so you can animate it.

Play an animation on the bound actor

The actor plays an animation asset from the time you choose.

examplesequencer
You: Play A_Hero_Wave on Hero, starting at the top.

Added A_Hero_Wave to Hero in Intro. Hero waves from 0 seconds.

Cut to a camera and preview it

You get a camera, a cut to it, and the sequence playing in the editor.

examplesequencer
You: Add a camera to Intro, cut to it for the first 5 seconds, and play it.

Added a cine camera, cut to it from 0 to 5 seconds, and Intro is now playing in the editor.