home / skills / a5c-ai / babysitter / unreal-sequencer
/plugins/babysitter/skills/babysit/process/specializations/game-development/skills/unreal-sequencer
This skill helps you orchestrate Unreal Engine sequencer cinematics by creating level sequences, camera cuts, and actor animations.
npx playbooks add skill a5c-ai/babysitter --skill unreal-sequencerReview the files below or copy the command above to add this skill to your agents.
---
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
---
# 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/)
This skill provides programmable control over Unreal Engine Sequencer to build cinematics, camera cuts, and in-game cutscenes. It exposes sequence creation, camera work, actor animation, and event triggering so agents can author and play sequences deterministically. Use it to automate cinematic workflows, orchestrate sequence hierarchies, and drive playback from gameplay or scripts.
The skill creates and manages Level Sequences and Master Sequences, constructs sequence players, and binds cameras and actors to tracks. It can key actor transforms, manage skeletal animation and audio tracks, add event tracks, and trigger sequences from gameplay or code. The skill also supports binding overrides and transitions so sequences run reliably in different contexts.
What engine versions are supported?
The skill targets Unreal Engine 5.0 and later, as it relies on the built-in Sequencer APIs.
How do I trigger a sequence from code?
Create or load a ULevelSequence, create a ULevelSequencePlayer with the world context and playback settings, then call Play() on the player. Bindings and playback settings control how the sequence runs.