Sequencing and Cameras in Unreal Engine
Spawnable vs. Possessable Actors
- Possessable Actors:
- Always present in the scene.
- Spawnable Actors:
- It exists only within the Sequencer. They appear in the scene while the Sequencer is active but disappear when the Sequencer is closed.
- Useful for adding temporary elements like lights or aesthetic objects that won’t interfere with other cameras or views.
- Example: Adding a rim light to highlight an object for a specific shot.
- Tutorial reference: #UE5 Series: The Power of Spawnable Actors in Unreal Engine
Creating Sequences

Keyframes in Sequencer
- Keyframes represent specific snapshots of time and space within the Sequencer.
- To create a sequence within the level, use the naming convention: LS (e.g., SQ_1 in Spaceship level).
- Shortcut to bring an actor into the Sequencer:
Ctrl + A
. - In the Outliner, spawnable actors are indicated with their association to the Sequencer.
- Multiple Sequencers can be created per level. As a best practice, create designated folders to maintain structure and ensure easy navigation.

Combining Sequences
- Multiple sequences can be merged into a single sequence using tracking options, allowing all shots to be combined into a final shot.
Post-Processing in Camera
- Post-processing settings can be adjusted within the camera for enhanced visuals.
Folder Structure for Organization
- Create structured folders to keep assets organized:
ShotBased/Cameras
ShotBased/Lighting
Sequencer Components
- A Sequencer should include:
- Cameras
- Sub-sequences
- Camera sub-sequences
- Camera cuts for rendering
Animating on Cameras
- Animate directly on cameras that belong to the Sequencer.
- Create placeholder shots and move them into position using
Ctrl + X
andCtrl + D
. - Add a sub-sequence track and name it appropriately. Use colour coding for organization, e.g., Camera, Animation,and Lighting.
- Create different shots within the Cameras folder and separate levels for animations.
Cinematic Cameras
- Creating a Camera: Drag and drop a cinematic camera into the scene.
- Piloting the Camera:
- Shortcut:
Ctrl + Shift + P
. - Exit pilot mode when done.
- Shortcut:
- Preview Settings:
- Pin down the preview via the pin icon.
- Resize the preview window: Hamburger menu → Advanced Settings → All Settings → Camera Preview.
- Toggle appearance on/off as needed.
- Using Multiple Cameras:
- Adjust layout as a grid or split screen.
- Activate cameras within each part of the screen via the camera icon (active cameras turn blue).

Basic Camera Settings
- Focal Length:
- Locked when using prime focal length.
- Use Universal Zoom for more control.
- Aperture: Determines how much light passes through the lens.
- Focus:
- Adjust manually by moving the spawn plane.
- Use the colour picker icon to simplify focus settings. The chosen area remains in focus despite camera movement.
- Squeeze Factor: Use this setting for an anamorphic look.

(image source: Comparison-shot-1024×572.png (1024×572))
Creating Camera Rigs
- Rig Rail: Use for controlled camera movement along a path.
- Crane: Simulate crane-like camera movements.
Sequencer Workflow
- Sequence-Based Linear Workflow: Ideal for straightforward storytelling.
- Shot-Based Non-Linear Workflow: Flexible for working on individual shots.
- Multi-Artist Collaborative Workflow: Utilize sublevels to allow multiple artists to work on different aspects of the project simultaneously.