Game Art Principles
Game art principles. Visual style selection, asset pipeline, animation workflow.
Unreal Engine Sequencer skill for cinematics, camera cuts, and in-game cutscenes.
---
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/)
---
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/)
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.