Sequencer Toolbar Reference

Learn about the tools and options within Sequencer's Toolbar.

Windows
MacOS
Linux

This page provides a reference for Sequencer's Toolbar.

sequencer toolbar

Name

Icon

Description

World

sequencer world

Lists information on the current world context, Level Sequence Actor, and playback realm. It contains options for specifying whether you want your sequence to autobind to Play In Editor (PIE), Simulation, or other runtime sessions.

Save

sequencer save

Saves the current sequence and any subscenes or shots.

Find in Content Browser

sequencer find

Locates the current sequence's Level Sequence asset in the Content Browser.

Create Camera

sequencer camera

Creates a new Cine Camera Actor. A new Camera Cut Track will also be created and will reference this camera if one had not already been created.

Render

sequencer render

Opens the Render Movie Settings dialog, or the Movie Render Queue if its plugin is enabled.

Director Blueprint

sequencer director

Opens the Director Blueprint for this sequence, from which Event Track logic can be accessed.

Actions

sequencer actions

Lists various sequence editor actions such as saving, import/export, baking, and selection editing.

View Options

sequencer view options

Lists various sequence view options.

Playback Options

sequencer playback options

Lists various playback options such as playrate, start/end times, and playhead behavior.

Keyframe Options

sequencer keyframe options

Lists settings for Auto Key transform keyframing behavior, and what default tangents are created.

Auto Key

sequencer autokey

Enables Autokey mode, where keyframes are automatically created whenever a property or transform changes.

Edit Options

sequencer edit options

Lists settings for how edits from the Details panel are interpreted by Sequencer when using Auto Key.

Snapping

sequencer snapping

Enables snapping. The dropdown menu next to this lists options for setting snapping rules for keyframes, sections, and the timeline.

Frames Per Second

sequencer fps

Lists settings for various Frames Per Second (FPS) targets at runtime. Also contains options to enable the runtime to lock to the chosen frame rate.

Curve Editor

sequencer curve editor

Opens the Curve Editor which is used for fine tuning of animation keyframes and tangents.

Breadcrumbs

sequencer breadcrumbs

Displays the current sequence name, and is used to navigate master sequences and shots.

Lock

sequencer lock

Locks the entire sequence to prevent editing.

World

Sequencer's World menu contains options relating to the current Level, session, and the level sequence name.

world menu

The Actors options category lists the running sessions that Sequencer can bind to, and provides you the option to switch your binding between them.

In this example you can see there are now two sessions being run: Editor and Simulate. You have the option to switch between them which causes Sequencer to bind to that realm instead.

world menu

Auto Bind to PIE and Simulate enable the automatic binding of Sequencer to their respective realms when they begin to run.

Create Camera

Clicking the Create Camera button will automatically create a Cine Camera Actor and a Camera Cut Track with a binding to the new camera. Your viewport will also begin piloting the camera, which will prepare you to start framing your shot.

sequencer create camera

You can specify if this camera is spawnable or posessable by toggling Create Spawnable Camera in the Editor Preferences and Project Settings window.

Render

Clicking the Render button will open the Render Movie Settings dialog box, from which you can render your sequence as a series of images.

sequencer render

If you have enabled the Movie Render Queue (MRQ) plugin, then the button will have a dropdown menu from which you can choose between launching the new MRQ tool or the legacy rendering tool.

sequencer mrq button

Director Blueprint

Clicking the Director Blueprint button opens the Sequence Director window, from which you can see your sequence's Event Track events.

sequencer director

Actions

The Actions button displays a dropdown menu with the following tools, commands, and options:

sequencer actions

Name

Description

Save As...

Saves the current sequence and provides the option to select a different name.

Import...

Imports an FBX animation file to the selected Actor. If no Actor is selected then the importer will attempt to apply the animation to the entire sequence. Visit the Importing and Exporting FBX files page for more information.

Export...

Exports a selected Actor to an FBX file. If no Actor is selected then the entire sequence will be exported. Visit the Importing and Exporting FBX files page for more information.

Open Director Blueprint

Opens the Director Blueprint for this sequence, from which Event Track logic can be accessed.

Open Binding Tag Manager

Opens a tool from which you can create Tags. These tags are applied to Actors which allows them to be identified in a Blueprint to perform special functions. Visit the Sequencer Tags and Groups page for more information.

Open Sequencer Group Manager

Opens a tool that displays custom groups and the tracks applied to them. Visit the Sequencer Tags and Groups page for more information.

Restore Pre-Animated State

Snaps all Actors back to their default editor positions. Playing or scrubbing the sequence will snap them back to their Sequencer-determined positions.

Transform

Transform Selection

Opens a tool you can use to modify keyframes and sections relative to the playhead time. You can move keys in a positive and negative numerical direction, or multiply and divide their relative distance from the playhead.

sequencer transform selection

Stretch/Shrink

Opens a tool used for adding and removing time in your sequence relative to the playhead time.

sequencer stretch shrink

Translate Left

Moves a selected keyframe 1 frame to the left relative to the sequence's frame rate.

Translate Right

Moves a selected keyframe 1 frame to the right relative to the sequence's frame rate.

Trim or Extend Section Left

Trims or extends a selected track's section from its left/start point to the playhead location. If no track is selected, then all sections will be trimmed or extended.

Trim or Extend Section Right

Trims or extends a selected track's section from its right/ending margin to the playhead location. If no track is selected, then all sections will be trimmed or extended.

Bake Transform

Selecting this will bake a selected Actor's transform in world space. Any existing attachment or transform tracks will be disabled. This behavior can be changed by locating the Disable Sections After Baking preference in the Editor Preferences and Project Settings window. If you disable it, any existing tracks overwritten during the bake will be deleted.

Sync Sections using Source Timecode

Synchronizes sections with the first selected section using its source timecode.

Selection Range

Set Selection Start

Sets the start point of a custom timeline selection range to the playhead time.

Set Selection End

Sets the end point of a custom timeline selection range to the playhead time.

Clear Selection Range

Removes the selection range.

Select Keys in Selection Range

Selects all keyframes within the selection range. Does not select sections.

Select Sections in Selection Range

Selects all sections within the selection range. Does not select keyframes.

Select All in Selection Range

Selects all keyframes and sections within the selection range.

Advanced

Fix Actor References

Attempts to automatically fix broken Actor bindings by matching the object binding name with an Actor in the Level with the same name.

Rebind Possesable References

Rebinds all posessable Actors in the current sequence to ensure they're using the most robust referencing mechanism.

Networking

Lists options for emulating the current sequence in a Client or Server context.

Volatile

Signifies that this sequence can change dynamically at runtime or during the game. This property must be set if any procedural changes will be made to the source sequence data in game.

Blocking Evaluation

Enables the sequence to fully evaluate and apply its state every time it is updated.

View Options

The View Options button displays a dropdown menu with the following tools, commands, and options:

sequencer view options

Name

Description

Pilot Camera

Toggles the piloted camera between the viewport camera and the camera cut track camera.

Auto Scroll

Enables automatic panning in Timeline view to keep the playhead in view when playing.

sequencer auto scroll

Range Slider

Toggles the display of the bottom timeline region between a Maya-style range slider and a second timeline bar.

sequencer range slider

Selected Nodes Only

Automatically filters tracks when enabled to list only tracks or sub-tracks matching the selected Actor.

Combined Keyframes

Shows or hides a preview of a track's keyframes when collapsed.

Channel Colors

Enables the visualization of common colors for transform axes in the Timeline view. Red = X, Green = Y, and Blue = Z.

sequencer channel colors

Pre/Post Roll

Toggles the display of the pre-roll and post-roll visualization for sections.

Zero Pad Frame Numbers

Applies the selected amount of digit padding to the displayed time. Only applies when you are displaying time as frames.

Organize and Sort

Expand/Collapse Nodes

Expands or collapses a selected track.

Expand/Collapse Nodes and Descendants

Expands or collapses a selected track, including all sub-tracks.

Expand All Nodes

Expands all tracks and sub-tracks in the sequence.

Collapse All Nodes

Collapses all tracks in the sequence.

Sort All Nodes

Sorts all tracks by type, then alphabetically within the types.

Show Marked Frames Globally

Makes marked frames in a sub-sequence visible to its parent or sibling sequence.

Clear Global Marked Frames

Sets all marked frames in all sub-sequences to not display.

Playback Options

The Playback Options button displays a dropdown menu with the following tools, commands, and options:

sequencer playback options

Name

Description

Start

Sets the start time of the sequence.

End

Sets the end time of the sequence.

Playback Speed

Displays options for previewing the current sequence's playback at different speeds.

Playback Range Locked

Locks the start and end times of the sequence and prevents editing.

Game View (Clean Playback Mode)

Automatically enables Game View whenever the sequencer is being played.

Rerun Construction Scripts

Enables the construction script from Blueprint Actors to run every tick. This also requires you to enable the Run Construction Script in Sequencer property in the Blueprint's Class Settings.

Async Evaluation

Enables a single asynchronous evaluation once per frame. When disabled, this forces a full blocking evaluation every time the sequence is evaluated. This should be enabled for sequences that run in real time.

Evaluate Sub Sequences in Isolation

Isolates a sub-sequence or a shot from the master sequence when viewing it. This will disable any tracks or content that may be propagating from the master sequence, as well as disable the shot range preview.

Keep Cursor in Playback Range While Scrubbing

Clamps the playhead within the start and end regions of the sequence when scrubbing.

sequencer clamp scrub

Link Curve Editor Time Range

Synchronizes the Curve Editor's view with Sequencer's timeline.

sequencer sync view

Jump Frame Increment

Sets the number of frames to jump when pressing Shift + Left / Right Arrows to jump forward and backward in the timeline.

Keyframe Options

The Keyframe Options button displays a dropdown menu with the following options:

keyframe options

Name

Description

Key All

All transform channels will be keyframed when a value is changed and if auto key is enabled.

Key Group

All axes within a channel will be keyframed when a value is changed and if auto key is enabled.

Key Changed

Only the axis that changes will be keyed if auto key is enabled. This is the default behavior.

Cubic (Auto)

When a new keyframe is created, the tangents will be automatically managed and smoothed during changes. This is the default behavior.

Cubic (User)

When a new keyframe is created, the tangents will be user controlled and will not change if the keyframe is adjusted.

Cubic (Break)

When a new keyframe is created, the tangents will use cubic interpolation and broken to allow for individual edits to in/out angles.

Linear

When a new keyframe is created, the tangents will use linear interpolation.

Constant

When a new keyframe is created, the tangents will use stepped interpolation meaning they retain the previous keyframe's value until the next keyframe.

Auto Key

The Auto Key button enables Auto Key mode which automatically creates keyframes when channels or properties are changed.

sequencer auto key

Auto Key will only add keyframes if the track already contains at least one keyframe.

Edit Options

The Edit Options button displays options for automatic behavior when manipulating Sequencer-bound and Level-bound actors.

sequencer edit options

Name

Description

Allow All Edits

Enables interaction with both Sequencer-bound and Level-bound Actors. Both edit operations occur in their respective realms (Sequencer or Level).

Allow Sequencer Edits Only

Manipulating any Level-bound Actor will automatically add the Actor to the current sequence under a folder named: Autotracked Changes.

allow sequencer edits only

Allow Level Edits Only

Disables all interaction with Sequencer. You cannot set any keyframes and any edits can only occur in the Level.

Snapping

The Snapping button enables the ability to have your keyframes or playhead marker snap to increments or other keyframes within the timeline.

The Snapping dropdown menu contains options for customizing the snapping behavior.

sequencer snapping

Name

Description

Key Snapping

Snap to the Interval

Snaps keyframes to time intervals when moving along the timeline.

snap keys time

Snap to Keys and Sections

Snaps keyframes to other keys, or the start and end of sections when moving along the timeline.

snap keys

Section Snapping

Snap to the Interval

Snaps sections to time intervals when scaling or moving sections in the timeline.

snap sections time

Snap to Keys and Sections

Snaps sections to other keys, or the start and end of sections when moving along the timeline.

snap sections keys

Keys and Sections Snapping

Snap Keys and Sections to the Playback Range

Clamps key and section placement to within the playback range.

clamp keys

Play Time Snapping

Snap to the Interval While Scrubbing

Snaps the playhead marker to time intervals while scrubbing.

snap playhead time

Snap to Keys While Scrubbing

Snaps the playhead marker to other keys, or the start and end of sections while scrubbing.

snap playhead keys

Snap to the Pressed Key

Pops the playhead marker to a keyframe when clicked. This can also be done when holding Shift and clicking the keyframe if this option is disabled.

pop playhead key

Snap to the Dragged Key

Keeps the playhead maker at the same time as the keyframe when dragging the keyframe along the timeline.

snap playhead dragging v

Curve Snapping

Snap Curve Key Values

Toggles value snapping in the Curve Editor.

snap curve key

Frames Per Second

The Frames Per Second (FPS) menu displays options for specifying the frame rate of a sequence, the unit of time to be used, and other timing-related options.

sequencer fps

Name

Description

Show Time As

Specifies the unit of time to display in your sequence to Frames, Seconds, or Timecode. This affects all time displays in your sequence.

show time as

Clock Source

Directs Sequencer to advance time in one of the following ways:

  • Tick uses the default mechanism for how the engine advances time.

  • Platform uses system time.

  • Audio uses the audio clock and is useful for keeping audio and visuals in sync.

  • Timecode uses the absolute timecode if one is being used.

  • Relative Timecode advances relative to the timecode when you press play.

Lock to Display Rate at Runtime

Locks the playback of this sequence to the chosen FPS display rate.

Advanced Options

Opens a window in which you can specify different tick intervals for your sequence.

advanced time properties

Curve Editor

The Curve Editor button displays the Curve Editor tab, which can be used to fine-tune your keyframes and tangents.

Visit the Curve Editor page to learn more about it.

sequencer curve editor

The breadcrumbs area of the toolbar displays the name of the current sequence. When using master sequences and shots, it can be used to navigate between your shots and the master sequence.

Use the forward and backward buttons to navigate through your view history, or use the folder button to navigate through all shots in a tree view.

sequencer breadcrumbs navigate

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss