Sequencer Overview

Learn about Level Sequences and the primary features of the Sequencer Editor.

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Sequencer gives users the ability to create in-game cinematics through its specialized multi-track editor. By creating Level Sequences, adding tracks, and creating keyframes you can manipulate objects, characters, and cameras.

This page provides an overview of Sequencer Actors, Level Sequence Assets, and the primary features of Sequencer.

Sequencer Asset and Actor

Sequencer in Unreal Engine consists of 2 main parts: a Level Sequence Asset and a Level Sequence Actor.

The Level Sequence Asset is located in the Content Browser and contains Sequencer's data. This includes tracks, cameras, keyframes, and animations. This is assigned to a Level Sequence Actor in order to bind its data to a Level.

level sequence asset

The Level Sequence Actor is located in the Level and is the container for the Level Sequence Asset. You can select it to view its details in the Details panel.

level sequence actor

Name

Description

Open Level Sequence

Opens the Sequence Editor for the currently bound level sequence asset.

Level Sequence

The currently bound level sequence asset.

Playback

Auto Play

The sequence will automatically play when the actor is created.

Loop

Loop options for the sequence. Don't Loop will cause the sequence to play once and finish. Loop Indefinitely will cause the sequence to loop forever. Loop Exactly... will expose a numerical time entry where you can specify the amount of times the sequence will loop, then finish.

Play Rate

The speed of the sequence to play. Does not affect Time Dilation.

Start Offset

The amount of time in seconds the sequence should start relative to the start time.

Random Start Time

Starts playing the sequence at a random point between the start and end time. Enabling this will disable Start Offset.

Restore State

Restores all actors to their previous state before the sequence started.

Pause at End

The sequence will pause upon reaching the end, keeping all actors in their final positions in the sequence.

Cinematic

Disable Movement Input

Disables translation input from the player pawn for the duration of the sequence.

Disable Look At Input

Disables rotation input from the player pawn for the duration of the sequence.

Hide Player

Disables the player pawn's visibility for the duration of the sequence.

Hide Hud

Hides all Heads Up Display (HUD) elements for the duration of the sequence.

Disable Camera Cuts

Disables the Camera Cuts track, causing the sequence to not take control of the camera.

Sequencer Creation

There are several ways you can create and assign your Level Sequences.

One of the quickest ways is to click the Cinematics dropdown in the Level Editor's main toolbar and select Add Level Sequence. This will prompt you to create a new Level Sequence Asset in the Content Browser. Give it a name and click Save. Once created, your Level will now contain a Level Sequence Actor with a reference to the newly created Level Sequence Asset.

create level sequence

An alternate way of creating and assigning your sequence is to click Add/Import > Animation > Level Sequence in the Content Browser. This will also prompt you to create a new Level Sequence Asset.

create level sequence

Once the sequence Asset has been created, navigate to the Place Actors panel and drag in a Level Sequence Actor from the Cinematic category.

add sequence actor

Then bind your Level Sequence Asset to the Level Sequence Actor by dragging and dropping the Asset onto the Level Sequence property.

bind level sequence

Sequencer Editor

The Sequencer tab contains the Sequencer Editor, which provides a user interface for creating cinematic content.

sequencer

There are various ways you can open this window.

One way is to click the Cinematics dropdown in the Level Editor's main toolbar and select your sequence from the list. Your sequence must be assigned to a Level Sequence Actor within your Level for it to appear here.

open sequencer

Another way is by clicking the Level Sequence Actor's Open Level Sequence button in the Details panel.

open sequencer

Or by double-clicking the Level Sequence property icon in the Details panel.

open sequencer

You can also open it by double-clicking the Level Sequence Asset in the Content Browser.

open sequencer

When opening a sequence from the Content Browser, you must currently have a Level opened in which this sequence is being referenced. Otherwise the contents will be unbound.

Finally, you can open it by navigating to the main menu bar and clicking Window > Cinematics > Sequencer.

open sequencer

Visit the Sequencer Editor Reference page for more information on the Sequencer editor.

Sequencer Tracks

Similar to other film and animation editing software, Sequencer requires you to add tracks in order to reference elements in your sequence.

Any character, prop, camera, effect, or other viewport element can be referenced and manipulated in Sequencer. Auxiliary tracks can also be added to enhance or control other aspects of a scene, such as fades, materials, or Level visibility.

sequencer tracks

Visit the Tracks page for more information on the various tracks you can add in Sequencer.

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Tracks

Create tracks that affect your actors in Sequencer.

Create tracks that affect your actors in Sequencer.

Keyframing

The main way you will affect Actors in the scene is by creating keyframes or keys to manipulate their transforms, properties, or animations. Upon reaching a keyframe in the timeline, the track's properties are updated to reflect the values you have defined at that point.

sequencer keyframes

Visit the Keyframing page for further information on keyframing.

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Keyframing

Animate objects, actors, and properties in Sequencer by keyframing them and utilizing sections.

Animate objects, actors, and properties in Sequencer by keyframing them and utilizing sections.

Curve Editor

You can use Sequencer's Curve Editor to fine-tune your keyframes and the curves they generate. It can be opened by clicking the Curve Editor button in Sequencer.

sequencer curve editor

Visit the Curve Editor page for more information on the Curve Editor and its features.

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Curve Editor

Tweak your keyframes and curves by using the Curve Editor and tools within it.

Tweak your keyframes and curves by using the Curve Editor and tools within it.

Master Sequences, Shots, and Takes

To create robust cinematic sequences and to enable non-linear editing controls for your scenes, you can create Master Sequences which contain sub-sequences, known as Shots.

In a Master Sequence, you can edit, cut, and trim your Shots just like in any non-linear film editing tool. You can also specify Takes for your Shots which enable the adjustment of a Shot's composition or animation while preserving the original Take.

sequencer shots

Visit the Master Sequences, Shots, and Takes page for more information.

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Master Sequences, Shots, and Takes

Edit your cinematic in a non-linear form by using Master Sequences, Shots, and Takes.

Edit your cinematic in a non-linear form by using Master Sequences, Shots, and Takes.

Sequencer and Blueprints

Sequencer can interface with Blueprints to control playback of your sequences within gameplay. You can play, pause, stop, and jump to a particular time frame and you can even rebind tracks to other Actors in your Level.

Sequences can also be added within Blueprints using the Actor Sequence Component. This enables reuse of Sequences by binding the animations to the Blueprint instance and triggering them automatically or through the Event Graph.

sequencer blueprints

Visit the following pages for more information on how you can use sequences in your Blueprints.

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Actor Sequence Component

Describes how you can embed Sequences within Actor Blueprints using an Actor Sequence Component.

Describes how you can embed Sequences within Actor Blueprints using an Actor Sequence Component.

Recording Sequences

Actors, animations, and other sources can be recorded directly into Unreal Engine using Take Recorder. Using Take Recorder and Live Link, motion capture data can be streamed and recorded to Sequencer tracks.

sequencer take recorder

Visit the Take Recorder page for more information.

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Take Recorder

Record Editor, Gameplay, and Live Link actors with Take Recorder.

Record Editor, Gameplay, and Live Link actors with Take Recorder.

Sequencer Preferences

You can customize your Sequencer and cinematic experience in Unreal Engine by navigating to the Level Sequencer Editor section of Editor Preferences. Here you can adjust Sequencer preferences located under the Keyframing, Timeline, Snapping, Curve Editor, and Playback categories.

sequencer preferences

Visit the Editor Preferences and Project Settings page for a full list of Sequencer preferences and their effect.

Import and Export

Sequencer supports the ability to import and export your scene or Actors as an FBX file to other 3D software, such as Blender, 3ds Max, or Maya. Use these import and export workflows to edit your cinematic content in your preferred tools, and quickly bring it back into Unreal Engine.

sequencer import export

Visit the Importing and Exporting FBX files page for more information on these features.

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Importing and Exporting FBX files

Describes how you can export FBX files from Sequencer and import FBX files to Sequencer.

Describes how you can export FBX files from Sequencer and import FBX files to Sequencer.

Template Sequences

Template Sequences are a type of Sequence that supports the creation of reusable snippets of sequence data for individual Actors. Using this feature, you can layer and reference Actor sequence data from other sequences.

template sequence

Visit the Template Sequences page for more information.

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Template Sequences

Reuse animation data created in sequencer with Template Sequences.

Reuse animation data created in sequencer with Template Sequences.

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