ue-sequencer-cinematics
Use this skill when working with Sequencer, LevelSequence, cutscene, cinematic, camera, movie scene, sequencer event, or Movie Render Queue in Unreal Engine. See references/sequencer-patterns.md for dialogue cutscene, in-game camera, and scripted event patterns. For animation playback, see ue-animation-system.
What this skill does
# Skill: ue-sequencer-cinematics
You are an expert in Unreal Engine's Sequencer and cinematic systems.
## Context Check
Read `.agents/ue-project-context.md` before writing any cinematic code for:
- Target UE version (API availability varies — SequencePlayer property deprecated in 5.4+)
- Cinematic requirements (cutscenes, in-game cameras, offline rendering)
- Multiplayer context (sequence replication behavior differs)
- Build.cs modules already declared
## Information Gathering
Ask for:
1. Cinematic type: full-screen cutscene, in-game camera, or background ambient sequence
2. Whether actors bind at runtime or are pre-placed in the level
3. Whether camera control must return to the player after playback
4. One-shot or looping sequence
5. Real-time gameplay or offline Movie Render Queue output
---
## Build.cs Modules
```csharp
PublicDependencyModuleNames.AddRange(new string[]
{
"LevelSequence", "MovieScene", "CinematicCamera",
});
// Offline rendering only:
PrivateDependencyModuleNames.Add("MovieRenderPipelineCore");
```
---
## Playing Level Sequences
### ALevelSequenceActor — World-Placed
`ALevelSequenceActor` owns the player. Use `GetSequencePlayer()` — the direct `SequencePlayer`
property is deprecated since UE 5.4.
```cpp
// LevelSequenceActor.h: ULevelSequencePlayer* GetSequencePlayer() const;
ULevelSequencePlayer* Player = SeqActor->GetSequencePlayer();
if (Player) { Player->Play(); }
```
### ULevelSequencePlayer::CreateLevelSequencePlayer — Runtime Spawn
```cpp
// LevelSequencePlayer.h:
// static ULevelSequencePlayer* CreateLevelSequencePlayer(
// UObject* WorldContextObject, ULevelSequence*, FMovieSceneSequencePlaybackSettings,
// ALevelSequenceActor*& OutActor);
FMovieSceneSequencePlaybackSettings Settings;
Settings.bAutoPlay = false;
Settings.PlayRate = 1.0f;
Settings.LoopCount.Value = 0; // 0=once, -1=infinite
Settings.bDisableMovementInput = true;
Settings.bDisableLookAtInput = true;
Settings.bHidePlayer = false;
Settings.bHideHud = false;
Settings.bDisableCameraCuts = false;
Settings.bPauseAtEnd = false;
Settings.FinishCompletionStateOverride =
EMovieSceneCompletionModeOverride::ForceRestoreState; // safe for skippable cutscenes
ALevelSequenceActor* OutActor = nullptr;
ULevelSequencePlayer* Player = ULevelSequencePlayer::CreateLevelSequencePlayer(
this, Sequence, Settings, OutActor);
// Store OutActor in a UPROPERTY to prevent GC
ActiveSequenceActor = OutActor;
if (Player)
{
Player->OnFinished.AddDynamic(this, &AMyClass::OnCutsceneFinished);
Player->Play();
}
```
### Play Control (UMovieSceneSequencePlayer base)
```cpp
// MovieSceneSequencePlayer.h
Player->Play();
Player->PlayReverse();
Player->PlayLooping(-1); // -1 = infinite loops
Player->Pause();
Player->Stop(); // moves cursor to end, fires OnStop
Player->StopAtCurrentTime();
Player->GoToEndAndStop();
Player->SetPlayRate(0.5f); // negative = reverse
// Jump to frame (skips events between current and target)
// Blueprint exposes this as GoToFrame. In C++, use SetPlaybackPosition with Jump.
Player->SetPlaybackPosition(
FMovieSceneSequencePlaybackParams(FFrameTime(120), EUpdatePositionMethod::Jump));
// Play through to frame (triggers all events along the way)
Player->PlayTo(
FMovieSceneSequencePlaybackParams(FFrameTime(240), EUpdatePositionMethod::Play),
FMovieSceneSequencePlayToParams());
// Restrict play range
Player->SetFrameRange(0, 60); // frames 0–60
Player->SetTimeRange(0.0f, 2.5f); // seconds
// State query
bool bPlaying = Player->IsPlaying();
FQualifiedFrameTime Now = Player->GetCurrentTime();
FQualifiedFrameTime Dur = Player->GetDuration();
// Delegates (bind before Play)
Player->OnFinished.AddDynamic(this, &UMyClass::OnSeqFinished);
Player->OnPlay.AddDynamic(this, &UMyClass::OnSeqPlay);
Player->OnStop.AddDynamic(this, &UMyClass::OnSeqStop);
Player->OnNativeFinished.BindUObject(this, &UMyClass::OnNativeFinished); // non-dynamic
// Camera cut event (LevelSequencePlayer.h)
// DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLevelSequencePlayerCameraCutEvent, UCameraComponent*, CameraComponent)
LsPlayer->OnCameraCut.AddDynamic(this, &UMyClass::OnCameraCut);
// Restore state on early stop (skippable cutscene)
Player->SetCompletionModeOverride(EMovieSceneCompletionModeOverride::ForceRestoreState);
Player->Stop();
// Sub-sequence snapshot
FLevelSequencePlayerSnapshot Snap;
Player->TakeFrameSnapshot(Snap);
// Snap.CurrentShotName, Snap.RootTime, Snap.CameraComponent, Snap.ActiveShot
```
---
## Actor Binding
Tag bindings in Sequencer (right-click object binding -> Tags...) then override at runtime.
**Always bind before calling `Play()`.**
### Spawnables vs Possessables
**Possessables** bind to pre-existing world actors (placed in level or spawned by gameplay). **Spawnables** are actors the sequence itself creates and destroys.
```cpp
// Spawnable: sequence owns the actor lifecycle
// Set in Sequencer editor: right-click actor track → "Change to Spawnable"
// At runtime, actor spawns when sequence reaches its range, despawns when exiting
// Dynamic possessable: bind a gameplay-spawned actor to a sequence track
// Create the binding ID in the editor, then override at runtime:
FMovieSceneObjectBindingID BindingID = /* from sequence editor */;
ALevelSequenceActor* SeqActor = /* your sequence actor */;
SeqActor->SetBinding(BindingID, {SpawnedActor});
```
**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.
```cpp
// LevelSequenceActor.h — all binding API lives here
// Replace bound actors (preferred: tag-based, resilient to GUID changes)
SeqActor->SetBindingByTag(FName("Hero"), TArray<AActor*>{ HeroActor },
/*bAllowBindingsFromAsset=*/ false);
// GUID-based (expose FMovieSceneObjectBindingID via UPROPERTY for editor assignment)
// UPROPERTY(EditAnywhere) FMovieSceneObjectBindingID HeroBindingID;
SeqActor->SetBinding(HeroBindingID, TArray<AActor*>{ HeroActor }, false);
// Append without removing existing bindings
SeqActor->AddBindingByTag(FName("NPC"), NpcActor, /*bAllowBindingsFromAsset=*/ true);
// Remove / reset
SeqActor->RemoveBindingByTag(FName("NPC"), NpcActor);
SeqActor->ResetBinding(HeroBindingID); // revert to asset binding
SeqActor->ResetBindings(); // revert all overrides
// Lookup by tag
FMovieSceneObjectBindingID ID = SeqActor->FindNamedBinding(FName("Hero"));
const TArray<FMovieSceneObjectBindingID>& All = SeqActor->FindNamedBindings(FName("NPC"));
// Inspect what is currently bound
TArray<UObject*> Bound = Player->GetBoundObjects(HeroBindingID);
// FMovieSceneObjectBindingID (MovieSceneObjectBindingID.h):
// Access via public accessors — internal fields are private:
// GetGuid() — FGuid identifying the binding track
// GetRelativeSequenceID() — which sub-sequence holds it (0 = local)
```
---
## Camera System
### ACineCameraActor / UCineCameraComponent
```cpp
// CineCameraActor.h: UCineCameraComponent* GetCineCameraComponent() const;
// CineCameraComponent.h / CineCameraSettings.h:
// FCameraFilmbackSettings Filmback (SensorWidth, SensorHeight in mm, read-only SensorAspectRatio)
// FCameraLensSettings LensSettings (MinFocalLength, MaxFocalLength, MinFStop, MaxFStop mm)
// FCameraFocusSettings FocusSettings (FocusMethod, ManualFocusDistance cm, bSmoothFocusChanges)
// float CurrentFocalLength — Interp, animatable in Sequencer
// float CurrentAperture — f-stop, Interp-animatable
ACineCameraActor* Cam = GetWorld()->SpawnActor<ACineCameraActor>(SpawnTransform);
UCineCameraComponent* CC = Cam->GetCineCameraComponent();
FCameraFilmbackSettings FB;
FB.SensorWidth = 36.0f; FB.SensorHeight = 24.0f; // full-frame 35mm
CC->SRelated in Image & Video
watch
IncludedWatch a video (URL or local path). Downloads with yt-dlp, extracts auto-scaled frames with ffmpeg, pulls the transcript from captions (or Whisper API fallback), and hands the result to Claude so it can answer questions about what's in the video.
physical-ai-defect-image-generation
IncludedUse when the user wants to orchestrate defect image generation, run associated setup, or handle outputs on OSMO. The Day 0 path handles cold-start with USD-to-ROI, image-edit augmentation, and AnomalyGen to create initial PCBA datasets. The Day 1 path performs inference and labeling on real images. This skill helps with first-time asset setup, creation of finetuning checkpoints, and configuring deployment. Trigger keywords: defect image generation, dig workflow, dig pipeline, defect image detection workflow, aoi pipeline, aoi anomalygen, usd2roi anomalygen, day 0 pcba, day 1 pcba, day 1 real-photo alignment, day 1 manual roi, metal surface anomaly, glass defect, anomalygen finetune, setup_pcb, setup_metal, setup_glass, setup_pretrained, dig setup, dig datasets, dig pretrained checkpoint, dig image-edit endpoint.
accelint-react-best-practices
IncludedReact performance optimization and best practices. ALWAYS use this skill when working with any React code - writing components, hooks, JSX; refactoring; optimizing re-renders, memoization, state management; reviewing for performance; fixing hydration mismatches; debugging infinite re-renders, stale closures, input focus loss, animations restarting; preventing remounting; implementing transitions, lazy initialization, effect dependencies. Even simple React tasks benefit from these patterns. Covers React 19+ (useEffectEvent, Activity, ref props). Triggers - useEffect, useState, useMemo, useCallback, memo, inline components, nested components, components inside components, re-render, performance, hydration, SSR, Next.js, useDeferredValue, combined hooks.
elevenlabs-agents
IncludedBuild conversational AI voice agents with ElevenLabs Platform using React, JavaScript, React Native, or Swift SDKs. Configure agents, tools (client/server/MCP), RAG knowledge bases, multi-voice, and Scribe real-time STT. Use when: building voice chat interfaces, implementing AI phone agents with Twilio, configuring agent workflows or tools, adding RAG knowledge bases, testing with CLI "agents as code", or troubleshooting deprecated @11labs packages, Android audio cutoff, CSP violations, dynamic variables, or WebRTC config. Keywords: ElevenLabs Agents, ElevenLabs voice agents, AI voice agents, conversational AI, @elevenlabs/react, @elevenlabs/client, @elevenlabs/react-native, @elevenlabs/elevenlabs-js, @elevenlabs/agents-cli, elevenlabs SDK, voice AI, TTS, text-to-speech, ASR, speech recognition, turn-taking model, WebRTC voice, WebSocket voice, ElevenLabs conversation, agent system prompt, agent tools, agent knowledge base, RAG voice agents, multi-voice agents, pronunciation dictionary, voice speed control, elevenlabs scribe, @11labs deprecated, Android audio cutoff, CSP violation elevenlabs, dynamic variables elevenlabs, case-sensitive tool names, webhook authentication
humanizer
IncludedHumanize AI-generated text by detecting and removing patterns typical of LLM output. Rewrites text to sound natural, specific, and human. Uses 28 pattern detectors, 560+ AI vocabulary terms across 3 tiers, and statistical analysis (burstiness, type-token ratio, readability) for comprehensive detection. Use when asked to humanize text, de-AI writing, make content sound more natural/human, review writing for AI patterns, score text for AI detection, or improve AI-generated drafts. Covers content, language, style, communication, and filler categories.
generating-mermaid-diagrams
IncludedSalesforce architecture diagrams using Mermaid with ASCII fallback. Use this skill when generating text-based diagrams for Salesforce architecture, OAuth flows, ERDs, integration sequences, or Agentforce structure. TRIGGER when: user says "diagram", "visualize", "ERD", or asks for sequence diagrams, flowcharts, class diagrams, or architecture visualizations in Mermaid. DO NOT TRIGGER when: user wants PNG/SVG image output (use generating-visual-diagrams), or asks about non-Salesforce systems.