UE5 - Cinematics



This is a good lecture on sequencer.

  • Tips
    • Organize the project using Levels so that multiple people can work on different parts of the project without bottlenecks.
    • Check the streaming state of the levels. Make sure that the levels are streaming (if not you will get a black render)
    • A master sequence, sub-sequence and level sequence is basically the same thing, the difference is how they are used and how they are structured.
      • A master sequence will contain sub-sequences and level sequences
      • A master sequence is a cointainer of shots
    • A clean Master sequence
      • The idea is to keep a master sequence quite clean (and have the complexity such as keyframes, effects etc in sub-sequences) to make it possible for a quick edit at the top level.
    • Keyframe interpolation types (Keyboard shortcuts)
      • 1 - Cubic (Auto)
      • 2 - Cubic (User)
      • 3 - Cubic (break)
      • 4 - Linear
      • 5 - Constant
    • Mocap clips can be blended, and trimmed
    • You can select the Cinematic Vieport through the vieport dropdown at the top left of the 3d viewport
    • Go to Frame - Ctrl G
    • Move Clip - Ctrl M
      • This will bring up a menu where you can specify number of frames to mopve etc
      • This can also be used to move a group of things
    • Move forward 1 frame - Right Arrow
    • Move back 1 frame - Left Arrow
    • Move to start Up arrow
    • Play/Pause - Spacebar
    • NLE shuttle - J K L

Manual setup

Lets do a manual setup of a master sequence and a level sequences from the “bottom up”

  • In the content browser create a folder that will house the sequences
    • You could for instance create a folder called “Cinematics”
    • In that folder we will create a folder called “Sequences”
    • And in this folder we will create folder for our project called “Demo”
  • In the desired folder (in our case “Demo”) RMB click in the content browser Animation > Level Sequence and call it “Master”. This will be our master sequence.
  • Double click the “Master” sequence to open it up in sequencer
  • In the top left corner of the sequencer window LMB click the +TRACK button to open a menu that will allow us to add stuff. Or alternatively RMB click the left part of the sequence window.
    • Select the Shot Track from the menu.
    • On the right hand side of the shot we just added you will se a + button (that when hoovered will turn into +Shot) click this button.
    • From the top of the list select Insert Shot
      • This will pop up a window that propts us to save the assets. The save location that unreal suggests is usually a quite good. Verify that the save location is what you want and select save. Note that the “_01” at the end is used for the take number.
    • Now a shot will be added to the sequencer, and you can jump into the shot sequence by double clicking the shot in the timeline (left hand side) of the sequencer window.
      • Also note that you get a breadcrumb navigation style in the top right part of the sequencer window when tou step into the shot.
  • Add another shot
    • Duplicate
      • We could also duplicate the first shot to create a second shot. This can be good is we want to reuse some of the stuff we set up in the first shot, but change some of the things.
      • Make sure that you are in the master sequence RMB click the shot you want to duplicatye > Duplicate Shot
        • This will promt yopu with a new save location, make sure it is fine and hit save
        • It seems like this will not add a new shot folder but instead add the shot in the same folder as the one we duplicated.
    • New
      • To add a second shot we do not add a second shot track (it will be greyed out in the top left menu)
      • Instead we use the + button on the right hand side of the shot track.
      • This will create a new shot folder for the shot.

Add actors

Static Mesh

  • To add an actor to the level sequence (the shot we just created) select the actor in the vieport and in the selectr the +TRAC in the top left side of the sequencer.
    • This will open up a menu and since the actor was selected in the vieport it will be listed at the top. Note that if nothing was selected we can still use the input field to filter out the asset that we want and add it that way.
    • 13:00 TODO add static mesh + anim + clip blending


  • Add a Camera
    • Existing
      • If we want to use a camera already existing in the scene we can drag from the world outliner and drop it into pur shot track
      • Or we can select the camera and use the +TRACK button and select the camera that will be in the top of the list (because selected)
    • “Spawnable”
      • If we want to create a new camera and set it as the current camera cut we can use the camera botton found at the top of the left side of the sequencer window
      • This is a “spawnable” camera, which means they will only appear in the world outliner when the sequence is played. You will se a little lightning bolt on the side of it in the world outliner or in the sequencer window.
      • They can be used as test cameras / scout cameras to find certain framings, so that the main camera is not changed.
  • When we add a camera (which ever way) we will get a camera cuts track (that lets us choose which camera to use) and the camera actor.
  • Animate the camera
    • It can be nice to lock the viewport to the cinema camera actor when framing the shot.
      • click the camera icon on the right hand side of the cine camera actor track.
    • When the camera is positioned we can add a keyframe.
      • Click the circle on the Transform section of the cine camera actor. This will set a key for all transforms (we can expand the transform to set for location, rotation and scale individually).
      • If we enable the auto key (found in the top bar of the sequencer) we will automatically get a keyframe when a property is changed.
      • We can also set a keyframe using the key S note that the property also need to be selected.
  • Focus settings
    • Current Camera Settings > Focus settings
  • Camera Cuts
    Lets try out the camera cuts
    • Lets say we have added 2 cameras (real ones or spawnable) and we have animated or framed the shots (so that we can see a diffrence when we swith between them)
    • Click on the camera icon (right hand side) on the camera cuts. This will view the sequence with the camera the camera cuts specifies.
    • Note that we can RMB click on the camera cuts track (In the timeline) > Properties > Camera Binding ID > Select the camera to use. This will set the camera but not create cut.
    • To create a cut move the time slider to a point you want to change the camera and click on the + icon of the camera cuts track, and from the pop up menu select the camera to use.



Takes can be a good way to try things and quickly switch between them

  • Add a take
    • RMB clcik the shot > New Take
    • Double click the take go inside it, cjange some stuff
    • Then we can view it in the amster sequence
    • If we do not like it RMB click Takes > Select the old one


  • Import camera
    • Lets say we have saved out a camera as a FBX file
      • Look up the docs on how we do this
    • Select the cine camera actor
    • RMB click it > Import and select the fbx file
    • On the ui that pops up disable camera since we already have one and click import
  • Camera Shake/noise
    • 36:30

Curve Editor

  • Uniform zoom - Alt LMB or Scroll wheel
  • Free Zoom - Shift Alt LMB
  • Move constrained Axis - Shift LMB
  • Frame selected - F


  • Fade Track
    A fade track can be added to a sequence to fade in and out
    • LMB click the +TRACK > Fade Track
    • Set two keframes
    • set the value to 1 where you want it to be faded to black
  • Event track
    • Adds an event that can be read in blueprints.