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Sequencer

UE's non-linear cinematic editor. Keyframe anything: actor transforms, properties, materials, audio, anim, cameras, Niagara, post-process.

Anatomy

  • Level Sequence — the asset
  • Master Sequence — sequence containing shot sub-sequences
  • Track — one row in the timeline (Transform, Anim, Audio, Event)
  • Section — one segment of a track
  • Subscene — nested sequence

Common tracks

Track Use
Transform Animate actor location/rotation/scale
Skeletal Animation Play AnimSequences / Montages
Audio Schedule sound
Camera Cuts Switch cameras across shots
Event Trigger BP / C++ events
Material Parameter Collection Animate global material params
Niagara Trigger / parameterize VFX
Geometry Cache Scrub baked sims

Game vs cinematic

Sequencer drives both:

  • Cinematics — Movie Render Queue, locked timeline
  • Gameplay sequences — fire from BP Play Sequence, branch on conditions

Movie Render Queue

Window → Cinematics → Movie Render Queue — production-grade renderer:

  • Reference Motion Blur (more accurate than realtime)
  • Anti-Aliasing settings (spatial samples + temporal samples)
  • OIDN / DLSS Ray Reconstruction denoise
  • Console variables override
  • Path Tracer integration

Custom sections

Implement UMovieSceneSection + UMovieSceneTrack for custom track types — niche but possible.

Sequencer keyframing best practices

  • Animate via Cine Camera Actor, not regular Camera, for film-grade focus / aperture
  • Use Camera Anim Sequence for reusable shakes
  • Bake to Anim Sequence for retargetable cinematics
  • For game-driven sequences, mark sections Take Aspect Ratio Constraint off