In this lesson we focused on UE’s sequencers to translate film techniques into an environment, creating and organizing cinematic sequences.
We started by identifying the differences between film’s linear and overlapping shot techniques, and how Unreal Engine differs by relying on a sequence-based approach with level sequences, nested sub-sequences, and multi-camera tracks.

Project structure: each project in UE serves as the location, and different levels are stages. There are also sublevels that handle assets and can be shuffled in and out depending on your needs.
- A master sequencer manages the film’s final output, utilising and managing multiple separate level sequences for things like lighting, cameras, asset animation etc.
- Possessable actors only appear when needed within the scene, being that they can be spawned in on trigger for example. Spawnable actors are constantly visible in sequencers, allowing for control over what you want to have permanent or transient.
- Camera properties and placement are very customisable through Unreal, allowing for full control over focal length, aperture and focus settings. Manual focus distance allows for precise control over depth of field, creating emphasis on key props in a scene.
- Using multiple viewports to your advantage is key, giving a strong overall view and allowing you to understand how camera placement affects the perception of a scene.
- Post-processing adjustments within cameras are shown in the final product, while scene-level post processing also exists and can be toggled based on the scene’s needs.
- Keyframes enable animations for camera movement, and curve editors can offer more control and refinement for easing etc.
This tutorial ended with techniques for rendering and adding complex movements to scenes using the curve editor to refine them further. I’m eager to continue experimenting and becoming more adept at using the sequencer as it’s a new and challenging tool, very different to what I’m used to in C4D.