sequencer
Author Level Sequences: bindings, tracks, keyframes, and editor playback (cinematics).
What it's for
This namespace drives the full life cycle of a ULevelSequence — Unreal's track-based
timeline for cinematics, cutscenes, and gameplay-driven animation. It creates and opens sequence
assets, binds actors and spawnables into them, hangs tracks off those bindings, writes keyframes,
and previews the result by playing the sequence back in the editor.
Reach for it when you want an assistant to assemble or edit a cinematic without hand-scrubbing the Sequencer panel: bind your hero actor, drop a skeletal-animation section on it, cut between cameras, and hit play to review the shot. It also exposes live readers that mirror the level-sequence dump shape, so the assistant can inspect an existing sequence's bindings, tracks, and sections as text before it edits.
There are typed track wrappers (add_transform_track, add_animation_track,
add_camera_track) for the common cases where the track class is known, plus a general
add_track for other classes once you have discovered the registered names with
list_track_types. Use this namespace for the whole in-editor lifecycle; reach for
animation.authoring when you need a raw UAnimSequence outside Sequencer,
and mrq when you want to render a finished sequence offline through Movie Render Queue
rather than preview it live.
Examples
Create a cinematic and bind an actor
Start a new sequence asset, then possess a level actor as a binding you can animate.
You: Make a cinematic called Intro under /Game/Cines and bind the Hero actor into it.
call("sequencer.create", {name:"Intro", path:"/Game/Cines"})
→ {ok:true, path:"/Game/Cines/Intro.Intro"}
call("sequencer.add_actor", {path:"/Game/Cines/Intro.Intro", actorName:"Hero"})
→ {ok:true, bindingGuid:"3F2A...C71"}
Done. Created /Game/Cines/Intro and possessed Hero as a binding.
Play a skeletal animation on the bound actor
Add a skeletal-animation track to the binding so the actor plays an anim asset over time.
You: Play A_Hero_Wave on the Hero binding starting at the top.
call("sequencer.add_animation_track", {sequencePath:"/Game/Cines/Intro.Intro",
bindingGuid:"3F2A...C71",
animSequencePath:"/Game/Anims/A_Hero_Wave.A_Hero_Wave", startTime:0})
→ {ok:true, trackClass:"MovieSceneSkeletalAnimationTrack"}
Done. Hero waves from t=0.
Cut to a camera and preview in the editor
Spawn a bound camera, add a camera-cut section, then play the sequence to review it live.
You: Add a camera to Intro, cut to it for the first 5 seconds, and play it.
call("sequencer.add_camera", {path:"/Game/Cines/Intro.Intro"})
→ {ok:true, cameraActorPath:"/Game/Cines/Intro.Intro:PersistentLevel.CineCameraActor_0"}
call("sequencer.add_camera_track", {sequencePath:"/Game/Cines/Intro.Intro",
cameraActorPath:"/Game/Cines/Intro.Intro:PersistentLevel.CineCameraActor_0",
startTime:0, endTime:5})
→ {ok:true}
call("sequencer.play", {path:"/Game/Cines/Intro.Intro"})
→ {ok:true, playing:true}
Done. Camera cut added and Intro is playing in the editor.