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unreal-sequencer

unreal-sequencer

Unreal Engine Sequencer skill for cinematics, camera cuts, and in-game cutscenes.

Independent GitHub snapshot · Automated classification · Original documentation governs

Documentación de la Skill

GitHub

name: unreal-sequencer description: Unreal Engine Sequencer skill for cinematics, camera cuts, and in-game cutscenes. allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch graph: domains: [domain:gaming] specializations: [specialization:game-development] skillAreas: [skill-area:animation-transitions, skill-area:game-engines] roles: [role:game-developer]

Unreal Sequencer Skill

Sequencer for cinematics and cutscenes in Unreal Engine.

Overview

This skill provides capabilities for creating cinematics using Unreal's Sequencer, including camera work, actor animation, and event triggering.

Capabilities

Sequence Creation

  • Create level sequences
  • Manage master sequences
  • Handle sequence hierarchies
  • Implement sequence players

Camera Work

  • Create camera cuts
  • Implement camera rails
  • Handle camera animation
  • Manage camera bindings

Actor Animation

  • Key actor transforms
  • Handle skeletal animation
  • Implement audio tracks
  • Manage event triggers

Integration

  • Trigger from gameplay
  • Handle sequence events
  • Implement binding overrides
  • Manage sequence transitions

Prerequisites

  • Unreal Engine 5.0+
  • Sequencer (built-in)

Usage Patterns

Level Sequence Setup

// Play sequence from code
ULevelSequence* Sequence = LoadSequence();
ALevelSequenceActor* SequenceActor;
ULevelSequencePlayer* Player =
    ULevelSequencePlayer::CreateLevelSequencePlayer(
        GetWorld(),
        Sequence,
        FMovieSceneSequencePlaybackSettings(),
        SequenceActor
    );
Player->Play();

Event Track

1. Add Event Track to sequence
2. Add key at desired time
3. Create event in blueprint
4. Bind event to function

Best Practices

  1. Use master sequences for organization
  2. Handle binding carefully
  3. Test sequence loading
  4. Manage memory for long sequences
  5. Profile playback performance

References

Skills guardadas