Converting Matinee Files to Sequencer

Shows you how to convert your Matinee files into Sequencer assets.

Windows
MacOS
Linux

Matinee is the legacy cinematic tool for the Unreal Engine and as of 4.23 is no longer supported. To convert your Matinee files to Sequencer, you need to use the Conversion Tool. The tool takes the Matinee data and converts it into a Sequencer asset that exists within the Content Browser. Because Matinee stores data inside Levels, you will need to repeat the conversion process for each Level that uses Matinee.

As of 4.23, Matinee is no longer supported by UE4 and will be removed from the engine in the near future. Once removed, you will no longer be able to run a Matinee or open Matinee Editor.
Please use the process in this document to convert any files to Sequencer as soon as possible.

Setting up the Conversion Plugin

First, you need to enable the conversion tool plugin.

  1. Under Edit, navigate to Plugins.

  2. Search for Matinee to find the Matinee to Level Sequencer plugin. Make sure Enabled is checked.

    matinee_plugin.png

Converting your Files to Sequencer

With the plugin enabled, you can initiate the conversion two different ways.

  1. To initiate the conversion, do one of the following:

    • From Cinematics, open your Matinee file. Select Convert in the prompt.

      matinee_prompt.png

    • In World Outliner, Right-click the Matinee Actor and select Convert to Level Sequence.

      worldbuilder_convert.png

  2. Choose a place to save your assets. As part of the conversion, the plugin converts your tracks into assets so they can be reused across levels.

  3. Save the location and Sequencer automatically appears, displaying your converted assets.

Limitations

The following is a list of Matinee tracks that will automatically be converted into equivalent Sequencer assets:

  • Move and Move Axis Tracks

  • Animation Tracks

  • Particle Toggle Tracks

  • Event Tracks

  • Sound Tracks

  • Bool, Float, Vector, Color and Linear Color Property Tracks

  • Float and Vector Material Parameter Tracks

  • Visibility Tracks

  • Director Tracks

  • Fade Tracks

  • Slomo Tracks

Unsupported tracks will not be converted over, and the data from these tracks will be lost. Any tracks not converted are listed in the Output Log for you to review.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback