Animation Track

The Animation Track enables the adding of Animation Sequences to your Skeletal Mesh track.

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The Animation track applies animation to your Skeletal Mesh Actors using Animation Sequence assets in Sequencer. This guide provides an overview of the usage of this track and its properties.



By default, the Animation track is automatically created under your Actor's track when a Skeletal Mesh Actor class is added to Sequencer. If you have added a different Actor class that supports animation, or have deleted the track, then you can add the track manually by clicking + Track > Animation on the Actor's track, and selecting an Animation Sequence .

add animation track

Doing this will create the Animation track with an Animation Sequence section at your current playhead time.

sequencer animation


Animation Mode

When a Skeletal Mesh is being animated in Sequencer, its Animation Mode property will switch to Use Custom Mode . This is done to ensure Sequencer drives the Actor's animation using a special Animation Blueprint . This Blueprint enables certain Sequencer behavior on the Animation track, such as animation blending.

animation custom mode

Adding Animations

Once an Animation track is created, you can add additional animations to it. There are two ways to do this.

Click the + Animation button on the Animation track and select an Animation Sequence. The animations listed here are filtered to only display compatible animations for the Skeletal Mesh.

add animation sequencer

You can also drag Animation Sequences from the Content Browser into the timeline area of Sequencer. This operation will preview the clip's length and drop points as you drag along the Animation track.

drag drop add animation sequencer

Dragging onto another clip will create a separate track layer for the animation.

Layers and Blending

The Animation track supports multiple track layers, animations, and allows animations to be blended together in various ways.

sequencer animation layers blend

You can add a second animation by clicking on the + Animation button and selecting another Animation Sequence asset. This will add the new sequence to your current playhead time. If your playhead is placed over an animation, then it will create a new track layer for the animation.

sequencer animation layer

You can expand the Animation track to reveal the Weight attribute for the layer, which has a value range of 0-1. Weights can be keyframed to allow for dynamic weighting of animation layers.

sequencer animation weight

Animations can be moved between layers by dragging them up and down the layer stack.

sequencer animation layer stack move up down

Intersecting two animation sections will create an automatic blend curve between them, and will blend the animations over the duration of the intersection.

sequencer blend clips together

You can adjust the Start and End blend curves by selecting and moving the blend curve handle located on the upper portion of the animation section's edge. A curve symbol will appear above the cursor to aid your selection accuracy.

sequencer start end blend curve

Right-clicking a blend curve will reveal the additional context menu commands.

blend curve menu



Easing Length

The length of the blend curve. Enabling Auto will cause the blend curve to return to the default behavior and support automatic length calculation when sections are intersecting.

blend curve length


Method controls the type of curves to apply to the blend, and enables custom external blends based on functions.


The Options menu will display a list of curve shapes that you can apply to your blend curve. Selecting one of these will replace your current curve shape with the selected curve.

blend curve shape

Trim, Loop, and Play Rate

There are various ways you can edit your clips by looping, trimming, and time-scaling them.

Selecting either edge of the section and dragging inward will trim the section.

sequencer trim animation

You can also split a selected animation section at the current playhead time by pressing Ctrl + / .

sequencer split cut animation

Trim and split commands are located in the Edit menu when right-clicking a section.

sequencer animation trim edit menu

Sections can be looped by dragging the right-side edge outward. Loop segments are indicated by notches in the section.

sequencer loop animation

Holding Ctrl when hovering on a section edge will engage the Play Rate modifier.

sequencer scale animation time play rate

Once the Play Rate modifier is engaged, dragging the clip edge will scale the clip's playback rate instead of looping or trimming.

sequencer play rate animation

If you have trimmed or looped a sequence and want to restore it to its original length, you can right-click it and select Edit > Auto Size .

sequencer restore original animation length


Animation tracks display the following properties when right-clicking them and navigating to the Properties menu.

sequencer animation properties



Section Range Start

The start time of the animation section.

Section Range End

The end time of the animation section.

When Finished

Determines what the Actor should do when the animation section finishes.

  • Keep State will keep the Actor in Sequencer's animation mode. This will not cause the Actor to snap back to its previous state and will instead hold on its last animation frame.

  • Restore State will return the Actor back to its state before Sequencer animated them.

  • Project Default is the default behaviour, and will use the settings defined in your DefaultEngine.ini project file. Adding the following lines to the .ini file will set the project default.





Timecode Source

The timecode information for the clip, if timecode is being used. You can also specify delta frames here to control offset information.

Is Active

Activates the selected section. This is similar to Muting Tracks , but is used for sections instead of tracks.

animation clip mute active

Is Locked

Locks the selected section. This is similar to Locking Tracks , but for sections instead of tracks.

animation clip lock

Pre/Post Roll Frames

Specifies the extra padding to apply to the start and end regions of your animation track. This padding causes the first and last frame of the animation to be held for the specified duration. The roll visual can be enabled or disabled in Sequencer's Editor Preferences to preview this padding in the timeline.

pre post roll hold start end frame


The Animation Sequence asset being referenced.

First Loop Start Frame Offset

When the sequence is being looped, this property controls the amount of start trim to apply to the first loop of the sequence. Subsequent loops will be full length.

When holding the Shift key, you can also change this value directly by dragging your mouse left and right.

first loop start frame offset

Start/End Frame Offsets

The frame offset properties control the amount of offset to apply to the start and end of a section. The result is an effect similar to trimming, but looping will now respect these trimmed regions as the new loop segments.

Play Rate

The playback speed of the section. A value of 1.0 will result in normal-speed playback, lower values will playback more slowly, and higher numbers will playback more quickly.


Enabling this will cause the sequence to play backwards, reversing the animation.

Slot Name

Specifies the Anim Slot to play animation from. Anim Slots are containers that can be used in Animation Blueprints to allow for Sequencer to utilize Animation Blueprint logic in addition to the playback of Animation Sequences. In order to use Slot Name you must also set the Animation Mode of your Skeletal Mesh to use the appropriate Animation Blueprint .

sequencer animation slot

Skip Anim Notifiers

When enabled, any Animation Notifies for this animation will be ignored, and will not be triggered.

Force Custom Mode

When enabled, the Skeletal Mesh's Animation Mode will be forced into using Custom Mode for the duration of this animation.

Start Location Offset

Specifies the location offset to apply to the Actor at the beginning of its animation when using root motion.

Start Rotation Offset

Specifies the rotation offset to apply to the Actor at the beginning of its animation when using root motion.

Show Skeleton

Draws a skeleton in the viewport for this animation sequence. Multiple animation sequence skeletons can also be enabled at once, allowing for the display of multiple skeletons per animation on the same character. This is useful when using Sequencer's Blending Tools .

sequencer show skeleton animation

Blending Tools

The Animation Track also supports aligning bones in order to better support dynamic blending. Visit the Blending Tools page to learn more about this feature.


Blending Tools

An overview of the animation blending tools for non-linear animation.

An overview of the animation blending tools for non-linear animation.

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