home / skills / a5c-ai / babysitter / 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-sequencer

Review the files below or copy the command above to add this skill to your agents.

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SKILL.md
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---
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/)

Overview

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.

How this skill works

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.

When to use it

  • Automate creation of cinematics and cutscenes
  • Program camera cuts, rails, and animated cameras
  • Key actor transforms and control skeletal animations
  • Trigger sequence events from gameplay or AI agents
  • Organize complex projects with master sequences

Best practices

  • Use master sequences to organize related shots and reduce duplication
  • Validate and test sequence loading before runtime to avoid hitches
  • Manage binding overrides explicitly to prevent broken actor references
  • Profile playback performance for long or complex sequences
  • Keep sequences modular and reuse smaller sub-sequences where possible

Example use cases

  • Generate a sequence pipeline that builds and plays an opening cinematic at level start
  • Create camera rail animations and programmatic camera cuts for dynamic cutscenes
  • Drive actor keyframes and audio tracks for dialog and action beats
  • Add event tracks to call gameplay functions at precise times during playback
  • Switch bindings and transition between sequences based on player actions

FAQ

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.