claude-code-arcane 2.3.0 → 2.4.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +15 -0
- package/README.md +54 -6
- package/agents/game/ue-blueprint-specialist.md +125 -0
- package/agents/game/ue-gas-specialist.md +133 -0
- package/agents/game/ue-umg-specialist.md +131 -0
- package/dist/cli.js +5 -0
- package/docs/SKILLS-CATALOG.md +42 -3
- package/docs/USER-GUIDE.md +2 -2
- package/hooks/detect-unreal.sh +90 -0
- package/package.json +1 -1
- package/profiles/unreal-dev.yaml +97 -0
- package/rules/gamedev/unreal-code.md +125 -0
- package/skills/install-mcp/SKILL.md +135 -46
- package/skills/install-mcp/references/unreal-operations.md +55 -0
- package/skills/ue-actor-component-architecture/SKILL.md +509 -0
- package/skills/ue-actor-component-architecture/references/actor-lifecycle.md +301 -0
- package/skills/ue-actor-component-architecture/references/component-types.md +592 -0
- package/skills/ue-ai-navigation/SKILL.md +526 -0
- package/skills/ue-ai-navigation/references/behavior-tree-patterns.md +392 -0
- package/skills/ue-ai-navigation/references/behavior-tree-workflow.md +107 -0
- package/skills/ue-ai-navigation/references/custom-bttask.md +104 -0
- package/skills/ue-ai-navigation/references/eqs-reference.md +423 -0
- package/skills/ue-animation-system/SKILL.md +521 -0
- package/skills/ue-animation-system/references/anim-notify-reference.md +486 -0
- package/skills/ue-animation-system/references/locomotion-setup.md +550 -0
- package/skills/ue-async-threading/SKILL.md +433 -0
- package/skills/ue-async-threading/references/thread-safety-guide.md +213 -0
- package/skills/ue-async-threading/references/threading-patterns.md +345 -0
- package/skills/ue-audio-system/SKILL.md +527 -0
- package/skills/ue-audio-system/references/audio-setup-patterns.md +700 -0
- package/skills/ue-blueprints/SKILL.md +134 -0
- package/skills/ue-blueprints/references/communication.md +82 -0
- package/skills/ue-character-movement/SKILL.md +475 -0
- package/skills/ue-character-movement/references/cmc-extension-patterns.md +335 -0
- package/skills/ue-character-movement/references/movement-pipeline.md +189 -0
- package/skills/ue-cpp-foundations/SKILL.md +533 -0
- package/skills/ue-cpp-foundations/references/components-and-gc.md +107 -0
- package/skills/ue-cpp-foundations/references/container-patterns.md +544 -0
- package/skills/ue-cpp-foundations/references/delegate-patterns.md +497 -0
- package/skills/ue-cpp-foundations/references/gameplay-classes-cpp.md +136 -0
- package/skills/ue-cpp-foundations/references/property-specifiers.md +306 -0
- package/skills/ue-data-assets-tables/SKILL.md +527 -0
- package/skills/ue-data-assets-tables/references/asset-loading-patterns.md +306 -0
- package/skills/ue-data-assets-tables/references/data-driven-design.md +378 -0
- package/skills/ue-editor-tools/SKILL.md +523 -0
- package/skills/ue-editor-tools/references/detail-customization-patterns.md +395 -0
- package/skills/ue-editor-tools/references/editor-module-setup.md +480 -0
- package/skills/ue-game-features/SKILL.md +477 -0
- package/skills/ue-game-features/references/experience-system.md +222 -0
- package/skills/ue-game-features/references/game-feature-patterns.md +308 -0
- package/skills/ue-gameplay-abilities/SKILL.md +518 -0
- package/skills/ue-gameplay-abilities/references/ability-task-reference.md +391 -0
- package/skills/ue-gameplay-abilities/references/gameplay-effect-reference.md +397 -0
- package/skills/ue-gameplay-abilities/references/gas-setup-patterns.md +369 -0
- package/skills/ue-gameplay-framework/SKILL.md +466 -0
- package/skills/ue-gameplay-framework/references/framework-class-map.md +243 -0
- package/skills/ue-input-system/SKILL.md +394 -0
- package/skills/ue-input-system/references/cpp-setup.md +131 -0
- package/skills/ue-input-system/references/enhanced-input-workflow.md +117 -0
- package/skills/ue-input-system/references/input-action-reference.md +731 -0
- package/skills/ue-mass-entity/SKILL.md +476 -0
- package/skills/ue-mass-entity/references/mass-entity-patterns.md +319 -0
- package/skills/ue-mass-entity/references/mass-fragment-reference.md +119 -0
- package/skills/ue-materials-rendering/SKILL.md +526 -0
- package/skills/ue-materials-rendering/references/material-parameter-reference.md +216 -0
- package/skills/ue-materials-rendering/references/post-process-settings.md +383 -0
- package/skills/ue-module-build-system/SKILL.md +487 -0
- package/skills/ue-module-build-system/references/build-cs-reference.md +418 -0
- package/skills/ue-module-build-system/references/common-build-errors.md +381 -0
- package/skills/ue-naming-conventions/SKILL.md +142 -0
- package/skills/ue-naming-conventions/references/asset-name-modifiers.md +233 -0
- package/skills/ue-naming-conventions/references/content-structure.md +83 -0
- package/skills/ue-networking-replication/SKILL.md +452 -0
- package/skills/ue-networking-replication/references/replication-patterns.md +526 -0
- package/skills/ue-networking-replication/references/rpc-decision-guide.md +393 -0
- package/skills/ue-niagara-effects/SKILL.md +531 -0
- package/skills/ue-niagara-effects/references/niagara-data-interfaces.md +491 -0
- package/skills/ue-niagara-effects/references/niagara-parameter-types.md +153 -0
- package/skills/ue-niagara-effects/references/niagara-workflow.md +115 -0
- package/skills/ue-packaging/SKILL.md +116 -0
- package/skills/ue-physics-collision/SKILL.md +423 -0
- package/skills/ue-physics-collision/references/collision-channel-setup.md +218 -0
- package/skills/ue-physics-collision/references/trace-patterns.md +499 -0
- package/skills/ue-procedural-generation/SKILL.md +505 -0
- package/skills/ue-procedural-generation/references/pcg-node-reference.md +381 -0
- package/skills/ue-procedural-generation/references/procedural-mesh-patterns.md +940 -0
- package/skills/ue-project-context/SKILL.md +305 -0
- package/skills/ue-sequencer-cinematics/SKILL.md +506 -0
- package/skills/ue-sequencer-cinematics/references/sequencer-patterns.md +629 -0
- package/skills/ue-serialization-savegames/SKILL.md +524 -0
- package/skills/ue-serialization-savegames/references/save-system-architecture.md +705 -0
- package/skills/ue-state-trees/SKILL.md +489 -0
- package/skills/ue-state-trees/references/state-tree-mass-integration.md +184 -0
- package/skills/ue-state-trees/references/state-tree-patterns.md +321 -0
- package/skills/ue-testing-debugging/SKILL.md +520 -0
- package/skills/ue-testing-debugging/references/automation-test-patterns.md +387 -0
- package/skills/ue-testing-debugging/references/profiling-commands.md +357 -0
- package/skills/ue-ui-umg-slate/SKILL.md +431 -0
- package/skills/ue-ui-umg-slate/references/common-ui-setup.md +484 -0
- package/skills/ue-ui-umg-slate/references/widget-types.md +487 -0
- package/skills/ue-world-level-streaming/SKILL.md +518 -0
- package/skills/ue-world-level-streaming/references/streaming-patterns.md +414 -0
- package/templates/gamedev/unreal-project-context.md +107 -0
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---
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name: ue-sequencer-cinematics
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description: "Sequencer, LevelSequence, cutscenes, cinematics, camera tracks, Movie Render Queue"
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category: "gamedev"
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argument-hint: "[sequence o shot]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash, Write, Edit
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---
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# Skill: ue-sequencer-cinematics
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You are an expert in Unreal Engine's Sequencer and cinematic systems.
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Ask before writing: this skill edits LevelSequence assets and sequencer-driving code. Propose the change and get approval before using Write or Edit.
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## Context Check
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Read `docs/unreal/project-context.md` before writing any cinematic code for:
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- Target UE version (API availability varies — SequencePlayer property deprecated in 5.4+)
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- Cinematic requirements (cutscenes, in-game cameras, offline rendering)
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- Multiplayer context (sequence replication behavior differs)
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- Build.cs modules already declared
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## Information Gathering
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Ask for:
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1. Cinematic type: full-screen cutscene, in-game camera, or background ambient sequence
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2. Whether actors bind at runtime or are pre-placed in the level
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3. Whether camera control must return to the player after playback
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4. One-shot or looping sequence
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5. Real-time gameplay or offline Movie Render Queue output
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---
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## Build.cs Modules
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```csharp
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"LevelSequence", "MovieScene", "CinematicCamera",
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});
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// Offline rendering only:
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PrivateDependencyModuleNames.Add("MovieRenderPipelineCore");
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```
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---
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## Playing Level Sequences
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### ALevelSequenceActor — World-Placed
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`ALevelSequenceActor` owns the player. Use `GetSequencePlayer()` — the direct `SequencePlayer`
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property is deprecated since UE 5.4.
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```cpp
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// LevelSequenceActor.h: ULevelSequencePlayer* GetSequencePlayer() const;
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ULevelSequencePlayer* Player = SeqActor->GetSequencePlayer();
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if (Player) { Player->Play(); }
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```
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### ULevelSequencePlayer::CreateLevelSequencePlayer — Runtime Spawn
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```cpp
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// LevelSequencePlayer.h:
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// static ULevelSequencePlayer* CreateLevelSequencePlayer(
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// UObject* WorldContextObject, ULevelSequence*, FMovieSceneSequencePlaybackSettings,
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// ALevelSequenceActor*& OutActor);
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FMovieSceneSequencePlaybackSettings Settings;
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Settings.bAutoPlay = false;
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Settings.PlayRate = 1.0f;
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Settings.LoopCount.Value = 0; // 0=once, -1=infinite
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Settings.bDisableMovementInput = true;
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Settings.bDisableLookAtInput = true;
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Settings.bHidePlayer = false;
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Settings.bHideHud = false;
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Settings.bDisableCameraCuts = false;
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Settings.bPauseAtEnd = false;
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Settings.FinishCompletionStateOverride =
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EMovieSceneCompletionModeOverride::ForceRestoreState; // safe for skippable cutscenes
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ALevelSequenceActor* OutActor = nullptr;
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ULevelSequencePlayer* Player = ULevelSequencePlayer::CreateLevelSequencePlayer(
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this, Sequence, Settings, OutActor);
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// Store OutActor in a UPROPERTY to prevent GC
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ActiveSequenceActor = OutActor;
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if (Player)
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{
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Player->OnFinished.AddDynamic(this, &AMyClass::OnCutsceneFinished);
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Player->Play();
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}
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```
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### Play Control (UMovieSceneSequencePlayer base)
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```cpp
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// MovieSceneSequencePlayer.h
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Player->Play();
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Player->PlayReverse();
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Player->PlayLooping(-1); // -1 = infinite loops
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Player->Pause();
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Player->Stop(); // moves cursor to end, fires OnStop
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Player->StopAtCurrentTime();
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Player->GoToEndAndStop();
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Player->SetPlayRate(0.5f); // negative = reverse
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// Jump to frame (skips events between current and target)
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// Blueprint exposes this as GoToFrame. In C++, use SetPlaybackPosition with Jump.
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Player->SetPlaybackPosition(
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FMovieSceneSequencePlaybackParams(FFrameTime(120), EUpdatePositionMethod::Jump));
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// Play through to frame (triggers all events along the way)
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Player->PlayTo(
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FMovieSceneSequencePlaybackParams(FFrameTime(240), EUpdatePositionMethod::Play),
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FMovieSceneSequencePlayToParams());
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// Restrict play range
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Player->SetFrameRange(0, 60); // frames 0–60
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Player->SetTimeRange(0.0f, 2.5f); // seconds
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// State query
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bool bPlaying = Player->IsPlaying();
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FQualifiedFrameTime Now = Player->GetCurrentTime();
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FQualifiedFrameTime Dur = Player->GetDuration();
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// Delegates (bind before Play)
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Player->OnFinished.AddDynamic(this, &UMyClass::OnSeqFinished);
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Player->OnPlay.AddDynamic(this, &UMyClass::OnSeqPlay);
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Player->OnStop.AddDynamic(this, &UMyClass::OnSeqStop);
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Player->OnNativeFinished.BindUObject(this, &UMyClass::OnNativeFinished); // non-dynamic
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// Camera cut event (LevelSequencePlayer.h)
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// DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLevelSequencePlayerCameraCutEvent, UCameraComponent*, CameraComponent)
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LsPlayer->OnCameraCut.AddDynamic(this, &UMyClass::OnCameraCut);
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// Restore state on early stop (skippable cutscene)
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Player->SetCompletionModeOverride(EMovieSceneCompletionModeOverride::ForceRestoreState);
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Player->Stop();
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// Sub-sequence snapshot
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FLevelSequencePlayerSnapshot Snap;
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Player->TakeFrameSnapshot(Snap);
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// Snap.CurrentShotName, Snap.RootTime, Snap.CameraComponent, Snap.ActiveShot
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```
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---
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## Actor Binding
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Tag bindings in Sequencer (right-click object binding -> Tags...) then override at runtime.
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**Always bind before calling `Play()`.**
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### Spawnables vs Possessables
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**Possessables** bind to pre-existing world actors (placed in level or spawned by gameplay). **Spawnables** are actors the sequence itself creates and destroys.
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```cpp
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// Spawnable: sequence owns the actor lifecycle
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// Set in Sequencer editor: right-click actor track → "Change to Spawnable"
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// At runtime, actor spawns when sequence reaches its range, despawns when exiting
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// Dynamic possessable: bind a gameplay-spawned actor to a sequence track
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// Create the binding ID in the editor, then override at runtime:
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FMovieSceneObjectBindingID BindingID = /* from sequence editor */;
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ALevelSequenceActor* SeqActor = /* your sequence actor */;
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SeqActor->SetBinding(BindingID, {SpawnedActor});
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```
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**Why this matters**: Use possessables for persistent world actors (doors, elevators) and spawnables for transient cutscene-only actors (cinematic-only characters, props). Possessables survive sequence end; spawnables are cleaned up automatically.
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```cpp
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// LevelSequenceActor.h — all binding API lives here
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// Replace bound actors (preferred: tag-based, resilient to GUID changes)
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SeqActor->SetBindingByTag(FName("Hero"), TArray<AActor*>{ HeroActor },
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/*bAllowBindingsFromAsset=*/ false);
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// GUID-based (expose FMovieSceneObjectBindingID via UPROPERTY for editor assignment)
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// UPROPERTY(EditAnywhere) FMovieSceneObjectBindingID HeroBindingID;
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SeqActor->SetBinding(HeroBindingID, TArray<AActor*>{ HeroActor }, false);
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// Append without removing existing bindings
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SeqActor->AddBindingByTag(FName("NPC"), NpcActor, /*bAllowBindingsFromAsset=*/ true);
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// Remove / reset
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SeqActor->RemoveBindingByTag(FName("NPC"), NpcActor);
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SeqActor->ResetBinding(HeroBindingID); // revert to asset binding
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SeqActor->ResetBindings(); // revert all overrides
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// Lookup by tag
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FMovieSceneObjectBindingID ID = SeqActor->FindNamedBinding(FName("Hero"));
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const TArray<FMovieSceneObjectBindingID>& All = SeqActor->FindNamedBindings(FName("NPC"));
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// Inspect what is currently bound
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TArray<UObject*> Bound = Player->GetBoundObjects(HeroBindingID);
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// FMovieSceneObjectBindingID (MovieSceneObjectBindingID.h):
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// Access via public accessors — internal fields are private:
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// GetGuid() — FGuid identifying the binding track
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// GetRelativeSequenceID() — which sub-sequence holds it (0 = local)
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```
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---
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## Camera System
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### ACineCameraActor / UCineCameraComponent
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```cpp
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// CineCameraActor.h: UCineCameraComponent* GetCineCameraComponent() const;
|
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213
|
+
// CineCameraComponent.h / CineCameraSettings.h:
|
|
214
|
+
// FCameraFilmbackSettings Filmback (SensorWidth, SensorHeight in mm, read-only SensorAspectRatio)
|
|
215
|
+
// FCameraLensSettings LensSettings (MinFocalLength, MaxFocalLength, MinFStop, MaxFStop mm)
|
|
216
|
+
// FCameraFocusSettings FocusSettings (FocusMethod, ManualFocusDistance cm, bSmoothFocusChanges)
|
|
217
|
+
// float CurrentFocalLength — Interp, animatable in Sequencer
|
|
218
|
+
// float CurrentAperture — f-stop, Interp-animatable
|
|
219
|
+
|
|
220
|
+
ACineCameraActor* Cam = GetWorld()->SpawnActor<ACineCameraActor>(SpawnTransform);
|
|
221
|
+
UCineCameraComponent* CC = Cam->GetCineCameraComponent();
|
|
222
|
+
|
|
223
|
+
FCameraFilmbackSettings FB;
|
|
224
|
+
FB.SensorWidth = 36.0f; FB.SensorHeight = 24.0f; // full-frame 35mm
|
|
225
|
+
CC->SetFilmback(FB);
|
|
226
|
+
|
|
227
|
+
CC->SetCurrentFocalLength(50.0f); // mm
|
|
228
|
+
CC->SetCurrentAperture(2.0f); // f-stop
|
|
229
|
+
|
|
230
|
+
FCameraFocusSettings FS;
|
|
231
|
+
FS.FocusMethod = ECameraFocusMethod::Manual; // Manual | Tracking | Disable | DoNotOverride
|
|
232
|
+
FS.ManualFocusDistance = 500.0f; // cm
|
|
233
|
+
FS.bSmoothFocusChanges = true;
|
|
234
|
+
CC->SetFocusSettings(FS);
|
|
235
|
+
|
|
236
|
+
// Lookat tracking (CineCameraActor.h: FCameraLookatTrackingSettings LookatTrackingSettings)
|
|
237
|
+
Cam->LookatTrackingSettings.bEnableLookAtTracking = true;
|
|
238
|
+
Cam->LookatTrackingSettings.ActorToTrack = TargetActor;
|
|
239
|
+
Cam->LookatTrackingSettings.LookAtTrackingInterpSpeed = 5.0f;
|
|
240
|
+
Cam->LookatTrackingSettings.RelativeOffset = FVector(0, 0, 90.f);
|
|
241
|
+
|
|
242
|
+
// Prevent sequence from overriding gameplay camera (set before Play)
|
|
243
|
+
SeqActor->PlaybackSettings.bDisableCameraCuts = true;
|
|
244
|
+
|
|
245
|
+
// Restore player camera after cutscene (call from OnFinished delegate)
|
|
246
|
+
APlayerController* PC = GetWorld()->GetFirstPlayerController();
|
|
247
|
+
PC->SetViewTargetWithBlend(PC->GetPawn(), 0.5f, VTBlend_Cubic);
|
|
248
|
+
PC->SetIgnoreMoveInput(false);
|
|
249
|
+
PC->SetIgnoreLookInput(false);
|
|
250
|
+
```
|
|
251
|
+
|
|
252
|
+
### APlayerCameraManager
|
|
253
|
+
|
|
254
|
+
`APlayerCameraManager` (accessed via `PlayerController->PlayerCameraManager`) manages camera
|
|
255
|
+
blending and view target selection for the local player. After a cutscene ends, restore the
|
|
256
|
+
gameplay camera explicitly — Sequencer does not do this automatically:
|
|
257
|
+
|
|
258
|
+
```cpp
|
|
259
|
+
APlayerController* PC = GetWorld()->GetFirstPlayerController();
|
|
260
|
+
// PlayerCameraManager handles blend state; SetViewTargetWithBlend triggers it.
|
|
261
|
+
PC->SetViewTargetWithBlend(PC->GetPawn(), 0.5f, VTBlend_Cubic);
|
|
262
|
+
// The blend is processed each tick inside APlayerCameraManager::UpdateCamera.
|
|
263
|
+
```
|
|
264
|
+
|
|
265
|
+
---
|
|
266
|
+
|
|
267
|
+
## Sequencer Events
|
|
268
|
+
|
|
269
|
+
Event tracks call `UFUNCTION`s on objects in the event context.
|
|
270
|
+
Default event context: `UWorld` + `ALevelScriptActor`.
|
|
271
|
+
|
|
272
|
+
```cpp
|
|
273
|
+
// Function must be UFUNCTION(BlueprintCallable) on a context object
|
|
274
|
+
UFUNCTION(BlueprintCallable, Category = "Cinematics")
|
|
275
|
+
void TriggerExplosion()
|
|
276
|
+
{
|
|
277
|
+
ExplosionSystem->SpawnExplosion(ExplosionLocation);
|
|
278
|
+
}
|
|
279
|
+
|
|
280
|
+
// Trigger C++ code at a specific frame by playing to it (fires all events in range)
|
|
281
|
+
Player->PlayTo(
|
|
282
|
+
FMovieSceneSequencePlaybackParams(FFrameTime(60), EUpdatePositionMethod::Play),
|
|
283
|
+
FMovieSceneSequencePlayToParams());
|
|
284
|
+
```
|
|
285
|
+
|
|
286
|
+
### FMovieSceneEvent
|
|
287
|
+
|
|
288
|
+
`FMovieSceneEvent` holds the event endpoint data — the bound function to call when the event
|
|
289
|
+
fires. Event tracks are structured as:
|
|
290
|
+
|
|
291
|
+
- `UMovieSceneEventTrack` — the master track added to a binding or as a master track
|
|
292
|
+
- `UMovieSceneEventTriggerSection` — a section containing one or more trigger entries
|
|
293
|
+
- `FMovieSceneEvent` — each entry inside the trigger section, pointing to the endpoint function
|
|
294
|
+
|
|
295
|
+
The endpoint function is resolved at runtime against the event context objects (by default
|
|
296
|
+
`UWorld` and `ALevelScriptActor`). Director-based events resolve against a
|
|
297
|
+
`ULevelSequenceDirector` subclass instance.
|
|
298
|
+
|
|
299
|
+
### ULevelSequenceDirector — Custom Event Context
|
|
300
|
+
|
|
301
|
+
`ULevelSequenceDirector` provides a per-sequence scripting context that receives event track
|
|
302
|
+
calls. Subclass it (Blueprint or C++) and assign to the LevelSequence asset's Director Class
|
|
303
|
+
property. The Director instance is created when the sequence begins playing and destroyed
|
|
304
|
+
when it stops — its lifetime matches the sequence player.
|
|
305
|
+
|
|
306
|
+
```cpp
|
|
307
|
+
// MySequenceDirector.h
|
|
308
|
+
#include "LevelSequenceDirector.h"
|
|
309
|
+
#include "MySequenceDirector.generated.h"
|
|
310
|
+
|
|
311
|
+
UCLASS(Blueprintable)
|
|
312
|
+
class UMySequenceDirector : public ULevelSequenceDirector
|
|
313
|
+
{
|
|
314
|
+
GENERATED_BODY()
|
|
315
|
+
public:
|
|
316
|
+
// Called from Sequencer event tracks — bind to event key in the Sequencer editor
|
|
317
|
+
UFUNCTION(BlueprintCallable, Category = "Cinematics")
|
|
318
|
+
void OnDialogueStart(FName SpeakerTag);
|
|
319
|
+
|
|
320
|
+
UFUNCTION(BlueprintCallable, Category = "Cinematics")
|
|
321
|
+
void OnCutsceneChoice(int32 ChoiceIndex);
|
|
322
|
+
};
|
|
323
|
+
|
|
324
|
+
// MySequenceDirector.cpp
|
|
325
|
+
void UMySequenceDirector::OnDialogueStart(FName SpeakerTag)
|
|
326
|
+
{
|
|
327
|
+
// Access the sequence player and bound actors from within the Director.
|
|
328
|
+
// ULevelSequenceDirector.h: UPROPERTY ULevelSequencePlayer* Player (direct field, no getter)
|
|
329
|
+
TArray<UObject*> Bound = Player->GetBoundObjects(SpeakerBindingID);
|
|
330
|
+
// Trigger gameplay logic: UI, dialogue system, camera focus, etc.
|
|
331
|
+
}
|
|
332
|
+
```
|
|
333
|
+
|
|
334
|
+
**Why Director over Level Script**: The Director travels with the sequence asset, not the level.
|
|
335
|
+
Reusable across maps. Supports per-sequence state (member variables). Level Script events
|
|
336
|
+
only work when the sequence is placed in that specific level.
|
|
337
|
+
|
|
338
|
+
---
|
|
339
|
+
|
|
340
|
+
## MovieScene Tracks
|
|
341
|
+
|
|
342
|
+
```cpp
|
|
343
|
+
// MovieScene.h — get from the LevelSequence asset
|
|
344
|
+
UMovieScene* MS = SeqActor->GetSequence()->GetMovieScene();
|
|
345
|
+
|
|
346
|
+
// Possessables (world actors) — iterate by index
|
|
347
|
+
for (int32 i = 0; i < MS->GetPossessableCount(); ++i)
|
|
348
|
+
{
|
|
349
|
+
const FMovieScenePossessable& P = MS->GetPossessable(i);
|
|
350
|
+
}
|
|
351
|
+
// Spawnables (sequence-owned actors) — iterate by index
|
|
352
|
+
for (int32 i = 0; i < MS->GetSpawnableCount(); ++i)
|
|
353
|
+
{
|
|
354
|
+
const FMovieSceneSpawnable& S = MS->GetSpawnable(i);
|
|
355
|
+
}
|
|
356
|
+
|
|
357
|
+
// Master tracks (not bound to any actor)
|
|
358
|
+
const TArray<UMovieSceneTrack*>& Masters = MS->GetTracks();
|
|
359
|
+
|
|
360
|
+
// Tracks on a specific binding
|
|
361
|
+
const FMovieSceneBinding* B = MS->FindBinding(SomeGuid);
|
|
362
|
+
if (B) { for (UMovieSceneTrack* T : B->GetTracks()) { /* cast to subtype */ } }
|
|
363
|
+
```
|
|
364
|
+
|
|
365
|
+
| Track Class | Purpose |
|
|
366
|
+
|---|---|
|
|
367
|
+
| `UMovieScene3DTransformTrack` | Transform animation |
|
|
368
|
+
| `UMovieSceneSkeletalAnimationTrack` | Skeletal mesh animation |
|
|
369
|
+
| `UMovieSceneEventTrack` | Event triggers |
|
|
370
|
+
| `UMovieSceneAudioTrack` | Audio |
|
|
371
|
+
| `UMovieSceneFadeTrack` | Screen fade |
|
|
372
|
+
| `UMovieSceneCameraCutTrack` | Camera cuts |
|
|
373
|
+
| `UMovieSceneSubTrack` | Sub-sequences |
|
|
374
|
+
| `UMovieScenePropertyTrack` | Arbitrary UPROPERTY animation (base class) |
|
|
375
|
+
|
|
376
|
+
All track types require `MovieSceneTracks` in Build.cs.
|
|
377
|
+
|
|
378
|
+
**Custom tracks**: subclass `UMovieSceneTrack` + `UMovieSceneSection` for domain-specific
|
|
379
|
+
animation data. Register via `ISequencerModule::RegisterTrackEditor`. This is an advanced
|
|
380
|
+
pattern — most needs are met by `UMovieScenePropertyTrack` subclasses.
|
|
381
|
+
|
|
382
|
+
`UMovieScenePropertyTrack` animates arbitrary `UPROPERTY` values on bound objects. Common
|
|
383
|
+
concrete subclasses: `UMovieSceneFloatTrack` (float properties), `UMovieSceneBoolTrack`
|
|
384
|
+
(bool properties), `UMovieSceneColorTrack` (FLinearColor / FColor properties). Each creates
|
|
385
|
+
sections of the matching type (e.g., `UMovieSceneFloatSection`) that store a `FMovieSceneFloatChannel`.
|
|
386
|
+
|
|
387
|
+
### Sub-Sequences
|
|
388
|
+
|
|
389
|
+
```cpp
|
|
390
|
+
// Add a sub-sequence track to a master UMovieScene
|
|
391
|
+
UMovieScene* MasterMS = MasterSequence->GetMovieScene();
|
|
392
|
+
UMovieSceneSubTrack* SubTrack = MasterMS->AddTrack<UMovieSceneSubTrack>();
|
|
393
|
+
|
|
394
|
+
// Add a child sequence — AddSequence(Sequence, StartFrame, Duration)
|
|
395
|
+
FFrameRate DisplayRate = MasterMS->GetDisplayRate();
|
|
396
|
+
FFrameNumber Start = (2.0 * DisplayRate).FloorToFrame(); // 2 seconds in
|
|
397
|
+
int32 Duration = (5.0 * DisplayRate).FloorToFrame().Value; // 5 seconds long
|
|
398
|
+
UMovieSceneSubSection* SubSection =
|
|
399
|
+
SubTrack->AddSequence(ChildLevelSequence, Start, Duration);
|
|
400
|
+
|
|
401
|
+
// Configure sub-section timing
|
|
402
|
+
SubSection->Parameters.TimeScale = 1.0; // FMovieSceneTimeWarpVariant (double), playback speed multiplier
|
|
403
|
+
SubSection->Parameters.bCanLoop = false;
|
|
404
|
+
```
|
|
405
|
+
|
|
406
|
+
`UMovieSceneSubTrack` is a singleton master track — `AddTrack` returns the existing one if already present. Binding IDs inside sub-sequences carry a non-zero `SequenceID`; use `FMovieSceneObjectBindingID::ResolveParentIndex` when overriding bindings from the root player. Requires `MovieSceneTracks` module.
|
|
407
|
+
|
|
408
|
+
### Time Dilation and SlowMo
|
|
409
|
+
|
|
410
|
+
For SlowMo effects during sequences, use `Player->SetPlayRate(0.5f)` on the sequence player —
|
|
411
|
+
this is independent of `UGameplayStatics::SetGlobalTimeDilation` and does not affect world
|
|
412
|
+
physics or other gameplay systems. Combine with a post-process motion blur intensity increase
|
|
413
|
+
for cinematic slow motion without disrupting gameplay state.
|
|
414
|
+
|
|
415
|
+
---
|
|
416
|
+
|
|
417
|
+
## Movie Render Queue
|
|
418
|
+
|
|
419
|
+
```cpp
|
|
420
|
+
// MovieRenderPipelineCore module. Classes:
|
|
421
|
+
// UMoviePipelineQueue — holds jobs
|
|
422
|
+
// UMoviePipelineExecutorJob — sequence + map + config per job
|
|
423
|
+
// UMoviePipelinePrimaryConfig — root settings container
|
|
424
|
+
// UMoviePipelineOutputSetting — output path, file name format, frame rate
|
|
425
|
+
// Output formats: UMoviePipelineImageSequenceOutput_PNG / _EXR, UMoviePipelineAppleProResOutput
|
|
426
|
+
// Render passes: UMoviePipelineDeferredPassBase (final color, world normal, base color, depth)
|
|
427
|
+
// Add passes to the PrimaryConfig to capture multiple AOVs per frame
|
|
428
|
+
|
|
429
|
+
UMoviePipelineQueue* Queue = NewObject<UMoviePipelineQueue>(this);
|
|
430
|
+
UMoviePipelineExecutorJob* Job =
|
|
431
|
+
Queue->AllocateNewJob(UMoviePipelineExecutorJob::StaticClass());
|
|
432
|
+
|
|
433
|
+
Job->Sequence = FSoftObjectPath(MySequence);
|
|
434
|
+
Job->Map = FSoftObjectPath(GetWorld());
|
|
435
|
+
Job->JobName = TEXT("MyRender");
|
|
436
|
+
Job->SetConfiguration(NewObject<UMoviePipelinePrimaryConfig>(Job));
|
|
437
|
+
// Add pass/output settings to Job->GetConfiguration() as needed.
|
|
438
|
+
|
|
439
|
+
// Execute the render (editor only — MovieRenderPipelineEditor module)
|
|
440
|
+
UMoviePipelineQueueEngineSubsystem* QueueSubsystem =
|
|
441
|
+
GEngine->GetEngineSubsystem<UMoviePipelineQueueEngineSubsystem>();
|
|
442
|
+
QueueSubsystem->RenderQueueWithExecutor(UMoviePipelineInProcessExecutor::StaticClass());
|
|
443
|
+
// For runtime/non-editor rendering, implement UMoviePipelineExecutorBase instead.
|
|
444
|
+
```
|
|
445
|
+
|
|
446
|
+
---
|
|
447
|
+
|
|
448
|
+
## Common Mistakes
|
|
449
|
+
|
|
450
|
+
**Binding after Play**: Overrides applied after `Play()` miss frame 0.
|
|
451
|
+
Always `SetBinding*` before `Play()`.
|
|
452
|
+
|
|
453
|
+
**Multiplayer camera cuts**: Camera cuts only affect the local client.
|
|
454
|
+
Use `SeqActor->SetReplicatePlayback(true)` for server-driven sync.
|
|
455
|
+
|
|
456
|
+
**Camera not returning after cutscene**: Sequencer does not auto-restore the player camera.
|
|
457
|
+
Subscribe to `OnFinished` and call `SetViewTargetWithBlend` + re-enable input.
|
|
458
|
+
|
|
459
|
+
**GC of spawned sequence actor**: `CreateLevelSequencePlayer` returns a raw pointer.
|
|
460
|
+
Store `OutActor` in a `UPROPERTY()` member to prevent garbage collection.
|
|
461
|
+
|
|
462
|
+
**Skipping mid-sequence**: Call `SetCompletionModeOverride(ForceRestoreState)` before `Stop()`
|
|
463
|
+
so actors return to their pre-sequence state.
|
|
464
|
+
|
|
465
|
+
**PIE timing**: Avoid wall-clock assumptions; use `GetCurrentTime()` frame numbers.
|
|
466
|
+
|
|
467
|
+
**Deprecated direct property**: `SeqActor->SequencePlayer` is deprecated since UE 5.4.
|
|
468
|
+
Use `SeqActor->GetSequencePlayer()`.
|
|
469
|
+
|
|
470
|
+
**Wrong player instance**: Calling `Play()` on a stale or mismatched `ULevelSequencePlayer`
|
|
471
|
+
pointer (e.g., from a different `ALevelSequenceActor` in the level) produces no visible effect
|
|
472
|
+
or animates the wrong actors. Always retrieve the player from the specific `ALevelSequenceActor`
|
|
473
|
+
that owns the sequence you intend to drive.
|
|
474
|
+
|
|
475
|
+
---
|
|
476
|
+
|
|
477
|
+
## Related Skills
|
|
478
|
+
|
|
479
|
+
- `/ue-actor-component-architecture` — actor spawning and component setup for bound actors
|
|
480
|
+
- `/ue-animation-system` — skeletal animation tracks, AnimMontage integration in Sequencer
|
|
481
|
+
- `/ue-cpp-foundations` — delegate patterns, `UFUNCTION`, `UPROPERTY`
|
|
482
|
+
- `/ue-gameplay-framework` — PlayerController camera restoration, GameMode flow
|
|
483
|
+
|
|
484
|
+
## Reference Files
|
|
485
|
+
|
|
486
|
+
- `references/sequencer-patterns.md` — common Sequencer setups: bindings, camera cuts, gameplay handoff
|
|
487
|
+
|
|
488
|
+
---
|
|
489
|
+
|
|
490
|
+
## Checklist
|
|
491
|
+
|
|
492
|
+
Validate before considering the work done:
|
|
493
|
+
|
|
494
|
+
- [ ] Gameplay state is restored correctly when the sequence ends or is skipped
|
|
495
|
+
- [ ] Sequences are bound through spawnables or resolvable bindings, not fragile references
|
|
496
|
+
- [ ] Render settings are separated from in-game playback settings
|
|
497
|
+
- [ ] Conventions in `docs/unreal/project-context.md` were read and followed
|
|
498
|
+
- [ ] The Common Mistakes section of this skill was reviewed against the change
|
|
499
|
+
|
|
500
|
+
**PASS** — every item holds. **CONCERNS** — the work stands but at least one item is unresolved and worth flagging to the user. **FAIL** — an item is violated in a way that breaks correctness, replication or the frame budget; fix it before handing the work over.
|
|
501
|
+
|
|
502
|
+
## Next Steps
|
|
503
|
+
|
|
504
|
+
- `/ue-world-level-streaming` — ensure required levels are loaded for the shot
|
|
505
|
+
- `/code-review` — architectural and quality review of the change
|
|
506
|
+
- `/commit` — conventional commit once the change is verified
|