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Sequencer Editor Reference

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This page outlines each of the windows, options and controls for the Sequencer Editor.

Sequencer Editor Interface

SequencerEditorCallouts.png

New Level Sequences will not have any content in them and the image above is intended for demonstration purposes.

  1. Tool Bar

  2. Sequence Breadcrumbs

  3. Add/Filter Tracks

  4. Timeline

  5. Tree View

  6. Tracks Area

  7. Playback Controls

Tool Bar

Toolbar.png

What follows is a description of each of the toolbar buttons, from left to right as they appear on the toolbar.

Icon

Description

tb_1.png

Saves the current Level Sequence.

tb_2.png

Saves the current Level Sequence under a different name.

SearchIcon.png

Find the currently viewed sequence asset in the Content Browser.

tb_4.png

Opens the Render Movie Settings window which allows you to output your sequence as a movie or image sequence.

tb_5.png

Opens the General Options menu with settings to define functionality for Sequencer.

tb_6.png

Enables/Disables the Key All option. With this and auto-key enabled, determines if all properties are keyed for a track when changes are made or if only the changed property is keyed.

tb_7.png

Enables/Disables different Auto-Key options. By default, this option is disabled but can be set to Auto-key All or Auto-key Animated.

tb_8.png

Enables/Disables grid snapping for the Tracks Area as well as grid snapping options.

tb_9.png

Allows for adjustment of the time snapping internval.

tb_10.png

Opens the Curve Editor which allows you to fine tune the animation keys placed in the Tracks Area.

Sequence Breadcrumbs

Depending on your workflow, you may choose to create several Level Sequences as scenes and place each of those scenes in a new Level Sequence which is your "master" Level Sequence which plays those scenes back-to-back as part of a Shots track. In these instances, you can jump from your master Level Sequence directly into each scene by Double-clicking on them inside the Tracks Area.

In the image below, we have a Level Sequence called shot_06 inside another Level Sequence called Master.

SequenceBreadcrumbs1.png

We can click the Master breadcrumb to return to our master Level Sequence containing our shot_06 Level Sequence and other sequences.

SequenceBreadcrumbs2.png

Add / Filter Tracks

The Add button allows you to add Tracks or Actors from your level to Sequencer which you can then use to craft your cinematic.

AddOption.png

With an Actor in the level selected, clicking the Add button will allow you to select it quickly from the menu. If you do not have an Actor selected, you can select one from the Choose Actor section.

Below are the available Tracks you can add to Sequencer, click each link below to view a How-to page for an example using each Track.

Tracks

Description

Add Folder

You can add folders to contain your Tracks for organizational purposes.

Audio Track

Adds a master audio track which can be used to play sounds.

Event Track

Adds an Event Track which can be used to signal and kick off Blueprint Script (currenlty only in the Level Blueprint).

Camera Cut Track

Allows you to switch between cameras associated with Sequencer and provide a camera persepctive.

Shot Track

Allows you to add Level Sequences as "shots" which can have Takes that can be swapped in/out.

Play Rate Track

Adds a track which can be used to manipulate the playback rate of the sequence.

Sub Track

Adds a sub track which can contain other Level Sequences. This is useful for creating multiple copies of a sequence that different users can work from without altering the original sequence.

Fade Track

Adds a track that will allow you to control the fading in/out of the sequence.

Level Visibility Track

This can be used to keyframe and control the visibilty of your level.

The Filter option allows you to filter the Tree View for only Actors that have been added to the sequence from the level.

FilterOption.png

Timeline

Timeline.png

The Timeline indicates the playback range of your sequence with Green (Start) and Red (End) markers. The current time of your sequence is indicated by the Timeline Marker which you can scrub by Left-click dragging along the Timeline.

You can Right-click on the Timeline to define new Start/Stop points from the context menu as depicted below.

Timeline2.png

Your sequence will continue to play from the start marker all the way to the end marker even if your content does not full reach the end of the sequence (or exceeds past the end marker). Inside the General Options, there is an option to keep your content inside the section bounds which will ensure there is no dead space during your sequence.

KeepInSectionBounds.png

Tree View

The Tree View is where you determine what types of actions you want to perform during your sequence.

tracks1.png

Above we have a Camera Cuts track for switching camera angles during our sequence, a Cine Camera Actor to provide the view for a scene, and two Skeletal Mesh Actors which are the characters in our scene.

Sequencer is context sensitive and will allow you to add Sub-Tracks (where applicable) to each track that will provide you with addition options. For example, in the image below we have added a CameraComponent track to our Cine Camera Actor which gives us the ability to add another Sub-Track to adjust some of the properties of the camera during our scene if we desire.

tracks2.png

You can also add Keyframes from the Tree View for your tracks to define properties at a specific point on the Timeline.

AddKeyFrameButton.png

You can click the + keyframe button or press the Enter key with a Track selected.

Tracks Area

KeyframeWindow.png

They Tracks Area is where you adjust the content in each of your Tracks. You can adjust any keyframes you have added, trim/split or taper in/out of sections as well as several other options that are available from the Right-click context menu (pictured below).

RightClickContext1.png

Above, Right-clicking on a keyframe for a Transformation track gives the ability to change the key interpolation type as well as other options that can be adjusted from the Properties roll-out which updates based on the type of content your Right-click on.

Below, Right-clicking on an Animation assigned to an Animation Track and selecting properties gives us the ability to change the currently assigned animation as well as adjust properties related to the animation itself such as start/end offsets and play rate and more.

RightClickProperties.png

Below are methods and shortcuts you can use to navigate the Tracks Area.

Command

Description

Right-click Drag

Allows you to move around the Tracks Area.

Ctrl + Mouse Wheel In/Out

Zoom in/out in the Tracks Area.

Home

Resets the zoom/view range of the Tracks Area.

- and =

Zoom into and out of the view range by 10%.

, and .

Moves backwards and forwards between placed keyframes.

Left-click Drag

Creates a selection box around keys in the window.

Left-click on a key

Selects the key.

Right-click on a key

Displays the Context Menu where you can define properties for the key.

Middle Mouse

Creates a key at the mouse position.

Enter

Set a key on the selected tracks at the current time.

Ctrl + G

Go to a set time/frame in the sequence.

I

Sets the start of Selection Range.

O

Sets the end of Selection Range.

For a full list of keyboard bindings and other shortcuts see the Sequencer Cheat Sheet page.

Playback Controls

PlaybackControls.png

The Playback Controls can be found in the bottom lower-left corner of the Sequencer Editor and are similar to standard media player applications. With the default Unreal Editor layout, there is also the same playback controls displayed in the main Level Viewport. Finally, when using a Cinematic Viewport , the playback controls will appear inside the viewport.

Standard Playback Controls are as follows:

Command

Description

playback1.png

Set the playback start position to the current position indicated by the Time Marker.

playback2.png

Jump to the playback start position.

playback3.png

Jump to the previous key in the selected track(s).

playback4.png

Jump to the previous frame.

playback5.png

Play or Pause the Level Sequence from the position of the Time Marker. s

playback6.png

Jump forward a frame.

playback7.png

Jump to the next key in the selected track(s).

playback8.png

Jump to the playback end position.

playback9.png

Set the playback end position to the current position indicated by the Time Marker.

playback10b.png / playback10.png

Toggles between looping the Level Sequence during playback.

The Playback Controls inside a Cinematic Viewport function the same as above.

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