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Sequencer Editor

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The Sequencer Editor is one of two cinematic editing tools inside Unreal Engine 4. Before Sequencer, the primary means of authoring cinematics was performed inside the Matinee Editor. Similar to Matinee, Sequencer uses various specialized Tracks which are used to define the makeup of your scenes. Add a couple of Skeletal Mesh Tracks to Sequencer, then add Animation Tracks to animate those Skeletal Meshes, throw in a Camera Track and Camera Cuts track to provide a perspective and cycle between cameras and you have the foundation for setting up a cinematic sequence.

On this page you will find links to documenation regarding different aspects of the Sequencer Editor. If you are new to Sequencer, it is recommended that you check out the Essentials section which includes a high-level overview of the Sequencer Editor, an Editor Reference which breaks down components of the Sequencer Editor, a Quick Start guide to quickly get you up and running, multiple How-to's which are one-off pages of how to perform certain tasks with Sequencer as well as a section on Workflow tips.

The Sequencer Subway example project, available from the Learn tab in the Epic Games Launcher, shows how to create film-quality cinematic sequences using Unreal Engine 4's Sequencer Editor.

Starting Out


Working with Audio Tracks 4.15 Fading In/Out a Scene 4.12 Adjusting Speed of a Scene 4.20 Enabling Cinematic Viewports 4.12 Using Auto-Key in Sequencer 4.18 Applying Burn Ins 4.13 Shooting from a Camera Rig Crane 4.14 Shooting from a Camera Rig Rail 4.12 Blending Animations & Properties 4.17 Using Cine Camera Actors 4.12 Working with Camera Cuts 4.20 Using Custom Events and Structs 4.18 Creating Shots and Takes 4.12 Triggering Sequences from Gameplay 4.18 Animating Material Parameter Collections 4.16 Keeping or Restoring Changes Made by Sequencer 4.16 Working with Tracks in Sequencer 4.20 Applying Custom Burn Ins 4.13 Importing & Exporting Edit Decision Lists (EDLs) 4.13 Recording to Sequencer 4.14 Creating Spawnables 4.12 Using the Level Visibility Track 4.12 Subscenes & Compositing 4.12 Actor Rebinding in Blueprints with Sequencer 4.18 Using Embedded Sequencer Animations in Blueprints 4.16 Blending Gameplay and Sequencer Animation 4.17 1. Sequence Setup 4.17 4. Triggering the Sequence Playback and Blend 4.17 2. Animation and Character Blueprint Setup 4.17 3. Using Cinematic Exposed Variables 4.17 Blending Multiple Transform Tracks 4.17 Controlling Anim Instances with Sequencer 4.20