---
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

```cpp
// 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

- [Sequencer Documentation](https://docs.unrealengine.com/5.0/en-US/sequencer-editor-unreal-engine/)


---
Source attribution: a5c-ai
Original project: https://github.com/a5c-ai/babysitter
License: MIT
License information: https://opensource.org/license/mit
Original upstream instructions; downloaded from Mega AI Hub.

## Upstream license notice

MIT License

Copyright (c) 2026 Gabriel Moreira

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.



# Mega AI Hub resource metadata

Creator / publisher: a5c-ai
Original project: https://github.com/a5c-ai/babysitter
Attribution basis: Upstream repository explicitly recorded in package mirror path

Fields of work: Design, Development & Engineering
Roles: Game Developer, Product Designer, UX Designer
Specialties: Backend, Cross Platform, Frontend
Tools: Unreal Engine
Country applicability: Country not specified
Classification basis: Source catalog labels
Instruction SHA-256: 17b7b93731244c41495e0c25c420500be37b13d48c0237032219cd39ee35198e
