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Sequencer In-game Cinematics Unreal Engine 4

Sequencer In-game Cinematics Unreal Engine 4. Learn how to create in-game cinematics, how to record actors and how to render movies using the Sequencer editor in Unreal Engine 4. How to script a Level Sequence in an Actor Blueprint - a Level Blueprint.

What is Sequencer and what can you do with it?

Sequencer is an editor in Unreal Engine 4 that is used to create In-game Cinematics and to Render Animated Movies in AVI format. With the Sequencer editor, you can: Record Actors, create Level Sequences and Master Sequences. The difference between a Level Sequence and a Master Sequence - The Level Sequence is made of one shot, while the Master Sequence is made of multiple shots (Level Sequences).

Set up the Sequencer editor

In the Viewport window, click the Viewport Options button and under Layout > select the Vertical Two Panes option, in the right Viewport window, click the View Mode button > select Perspective and for the Viewport Type > select Cinematic Viewport, then press the G key (hides all editor icons) and Ctrl+Shift+T (toggles the display of the Viewport Toolbar).

How to start creating a Level Sequence

In the Main Toolbar, click Cinematics then select Add Level Sequence, creating a Level Sequence from the Cinematics drop-down menu will also automatically add it to the Level. Next, you can add camera tracks by pressing the Add Camera button, you can add actors found in your level by pressing the +Track button > Actor to Sequencer > select the Actor you want to add, you can add new actors and effects by dragging and dropping them from the Content Browser into the Sequencer (the actors will not be visible during normal gameplay), you can also add actors by dragging and dropping them from the World Outliner into the Sequencer.

How to start creating a Master Sequence

In the Main Toolbar, click Cinematics then select Add Master Sequence, the Master Sequence Settings window will appear on the screen, in this window you can set the number of shots and the default duration, creating a Master Sequence will automatically add Cinematics folders in the Content Browser and a Sequence actor in the Level. With a Shot asset you work in the same way as you do with a Level Sequence. When you finish editing the Shots, you open the Master Sequence, and you combine all of them into a single Sequence.

How to Record Actors

There are three main recording methods that you can use to record actors in Unreal Engine 4: the Sequence Recorder, Right-click Recording and Subscene Recording Gameplay.

The Sequence Recorder

Go to the main Menu Bar under the Window tab and select the Sequence Recorder, the Sequence Recorder window will open, click the Add button, this will add an Actor Recording field to the Actor Tracking window with the Actor to track listed as None, also both the Record option as well as the Remove option will become accessible. Next, select the Actor Recording listed as None, for Actor to Record click the drop-down and select an actor to record (for instance the main character). Click the Record button, after 4 seconds (the Record Delay option under the Sequence Recording section), the recording process will start. Inside the Content Browser, a new folder will be created containing assets related to the recorded sequence. When you want to stop recording, press ESC, you can open the RecordedSequence asset and begin editing it as you would with a normal Level Sequence.

Right-click Recording

If you have an active Level Sequence open, you can right-click on an Actor in your Level and initiate recording of the Actor from the context menu. This will add the Actor to the Actor Tracking window of the Sequence Recorder and automatically start recording after the set Recording Delay expires. This method will initiate Editor Recording with the Sequence Recorder.

Subscene Recording Gameplay

If you want to add recorded content in a Level Sequence, you can do so with the use of a Subscene Track and record the current Player Pawn. During gameplay hit Shift + F1 to gain mouse control and add a primed Recorded Sequence based on your current Player Pawn. You can then press the Record button in the Viewport while playing the game to start recording, hit Esc to end recording. The settings defined inside the Sequence Recorder will be used when using this method of Subscene Recording.

How to Render Movies in AVI format in the Sequencer Editor

Inside Sequencer click the Render Movie Settings button located next to the Add Camera button, the Render Movie Settings window will open, in this window you can edit the settings for your video file, when you want to start rendering the movie, press the Capture Movie button located at the bottom of the window, by default, after the render process has ended, the video file will be located in the Saved folder of your project.

How to script a Level Sequence in an Actor Blueprint - a Level Blueprint

In the Editor Graph of the Actor Blueprint, add a Create Level Sequence Player, drag of it to add a Play node, connect the Return Value pin of the Create Level Sequence Player node with the Target pin of the Play node, add the entire string to the actor script logic where you want to show in-game cinematics. In the same way you can add a Level Sequence in a Level Blueprint.

The second method to add a Level Sequence in an Actor Blueprint - a Level Blueprint

In the Actor Blueprint create a new variable, Variable Type > Object Type > Reference > Level Sequence Actor, in My Blueprint Panel > Variables > press the eye next to the Level Sequence Actor variable. Next, drag a get Level Sequence Actor variable in the Editor Graph, drag of it to add a Play (Sequence Player) node, and select, this will add two new nodes in the editor, a Sequence Player variable connected to a Play node, add the entire string to the actor script logic where you want to show in-game cinematics.

If you want to use this method to add a Level Sequence in a Level Blueprint, instead of the first step, the one where you have created a new variable, you can select the Level Sequence in the World Outliner, then, open the Level Blueprint and add a reference to the Level Sequence by clicking RMB > select Create a Reference to (the name of your sequence), after, follow the same steps and everything should work just fine.

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