Sequencer Basics

Cinematography

Use Sequencer for cinematics: Level Sequences, actor tracks, keyframing, camera cuts, sub-sequences, and render settings.

Version: 5.0.0 – 5.7.3 | Invoke: /skill sequencer-basics

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What This Skill Does

Sequencer Basics teaches you how to use Unreal Engine's Sequencer: the primary tool for building non-linear cinematics, cutscenes, and animated sequences. This skill covers creating and organizing Level Sequences, binding actors as possessables or spawnables, keyframing transforms and properties, editing camera cuts for multi-camera sequences, and composing complex scenes with subsequences. You will also learn how to configure playback and basic render settings for offline output.

Covers

  • Creating and organizing Level Sequences and Master Sequences
  • Adding and binding actor tracks (Possessables and Spawnables)
  • Keyframing transforms, properties, and events
  • Camera cuts track for multi-camera editing
  • Subsequence composition and shot organization
  • Playback range, play rate, and looping configuration
  • In-editor Sequencer evaluation and playback
  • Basic render movie settings for offline output

Does Not Cover

  • Camera position design → Camera Placement
  • Lens and focus values → Lens & Optics
  • Character animation playback → Animation Playback
  • Audio tracks in Sequencer → audio-sequencer (future)
  • Movie Render Queue advanced workflows → render-pipeline (future)

How to Use

Invoke this skill in Claude Code:

/skill sequencer-basics

This skill is also auto-detected when your prompt mentions sequencer, timeline, keyframe, cinematic, or cutscene intent. AgentUX will automatically activate Sequencer Basics when it recognizes relevant context in your request.

Key Unreal Engine Concepts

Concept Description
ULevelSequenceThe primary asset type for Sequencer, containing all tracks, sections, and bindings that define a cinematic sequence.
UMovieSceneTrackThe base class for all Sequencer tracks, representing a single animated channel (transform, property, event, etc.).
UMovieSceneCameraCutTrackA specialized track that manages camera switching: each section binds to a different camera for its time range.
PossessableAn actor binding mode where Sequencer controls an existing actor already placed in the level.
SpawnableAn actor binding mode where Sequencer spawns and owns the actor, creating it when the sequence plays and destroying it when it ends.
UMovieSceneSectionA time-ranged block within a track that holds keyframe data, channel curves, and section-level properties.

Related Skills

What You'll Learn

  • How to build complete cinematics using the Sequencer timeline
  • Best practices for actor binding and keyframe animation workflows
  • How to edit camera cuts for multi-camera sequences
  • When to use subsequences for organizing complex cinematic scenes
  • How to configure render settings for offline video output