Sequencer Editor

Sequencer is Unreal Engine 4's mult-track editor used for creating and previewing cinematic sequences in real time.

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The Sequencer Editor is the cinematic editing tool inside Unreal Engine 4. Sequencer uses various specialized Tracks which are used to define the makeup of your scenes. Add a couple of Skeletal Mesh Tracks to Sequencer, then add Animation Tracks to animate those Skeletal Meshes, throw in a Camera Track and Camera Cuts track to provide a perspective and cycle between cameras and you have the foundation for setting up a cinematic sequence.

On this page you will find links to documenation regarding different aspects of the Sequencer Editor. If you are new to Sequencer, it is recommended that you check out the Essentials section which includes a high-level overview of the Sequencer Editor, an Editor Reference which breaks down components of the Sequencer Editor, a Quick Start guide to quickly get you up and running, multiple How-to's which are one-off pages of how to perform certain tasks with Sequencer as well as a section on Workflow tips.

The Sequencer Subway example project, available from the Learn tab in the Epic Games Launcher, shows how to create film-quality cinematic sequences using Unreal Engine 4's Sequencer Editor.

Starting Out

Essentials

Guides

Enabling Cinematic Viewports 4.21 Working with Audio Tracks 4.15 Fading In/Out a Scene 4.20 Adjusting Speed of a Scene 4.20 Using Auto-Key in Sequencer 4.18 Using Frame Markers in Sequencer 4.21 Shooting from a Camera Rig Rail 4.20 Using the Geometry Cache Track 4.22 Rendering Out Cinematic Movies 4.21 Applying Burn Ins 4.13 Shooting from a Camera Rig Crane 4.14 Blending Animations & Properties 4.17 Using Cine Camera Actors 4.12 Animating Material Parameter Collections 4.16 Creating Shots and Takes 4.12 Triggering Sequences from Gameplay 4.18 Keeping or Restoring Changes Made by Sequencer 4.16 Working with Tracks in Sequencer 4.20 Working with Camera Cuts 4.20 Calling Events through Sequencer 4.21 Blending Gameplay and Sequencer Animation 4.17 Using Embedded Sequencer Animations in Blueprints 4.16 Actor Rebinding in Blueprints with Sequencer 4.18 Controlling Anim Instances with Sequencer 4.20 Applying Custom Burn Ins 4.13 Importing & Exporting Edit Decision Lists (EDLs) 4.13 Blending Multiple Transform Tracks 4.17 Creating Spawnables 4.12 Using the Level Visibility Track 4.12 Subscenes & Compositing 4.12 Recording to Sequencer 4.14 Blending Animation Blueprints with Sequencer 4.19

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