Sequencer Basics
CinematographyUse Sequencer for cinematics: Level Sequences, actor tracks, keyframing, camera cuts, sub-sequences, and render settings.
/skill sequencer-basics 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 |
|---|---|
ULevelSequence | The primary asset type for Sequencer, containing all tracks, sections, and bindings that define a cinematic sequence. |
UMovieSceneTrack | The base class for all Sequencer tracks, representing a single animated channel (transform, property, event, etc.). |
UMovieSceneCameraCutTrack | A specialized track that manages camera switching: each section binds to a different camera for its time range. |
Possessable | An actor binding mode where Sequencer controls an existing actor already placed in the level. |
Spawnable | An actor binding mode where Sequencer spawns and owns the actor, creating it when the sequence plays and destroying it when it ends. |
UMovieSceneSection | A time-ranged block within a track that holds keyframe data, channel curves, and section-level properties. |
Related Skills
camera-placement
Place cameras within scenes for cinematic and gameplay purposes
lens-optics
Configure optical properties: focal length, aperture, and depth of field
animation-playback
Play back and blend character animations
lighting-fundamentals
Light scenes for cinematic and real-time rendering
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