[UE5] Sequencer 101: Show the Boss, Then Hand Control Back to the Player

Created: 2026-07-20Last updated: 2026-09-06

Build a scene where entering a doorway pushes the camera toward a boss and returns to the original view after three seconds. Covers tracks, keys, and Camera Cuts, playback from Blueprint, and restoring control after finishing or skipping, with no extra assets required.

Enter the boss room and the camera pushes toward the enemy at the back, shows it briefly, and returns to the player. Even a short scene conveys "here is what you are about to fight". Once you also want to line up a roar and BGM, adjusting seconds scattered across Blueprints becomes painful.

Sequencer is the tool for laying out and editing these scenes on a timeline. Watching camera movement, character animation, and audio on the same screen lets you adjust "a bit sooner" or "hold a beat here".

This article first builds a scene where the camera pushes toward the boss over two seconds, holds for one, and returns . A box is enough to stand in for the boss. Before hunting for assets, finish the camera switch and the handing back of control after the scene.

The finished scene: the cutscene starts at the doorway, the camera pushes toward the stand-in box, and control returns

What You'll Learn

  • Separating the scene's data (Level Sequence) from the mechanism that plays it
  • The difference between tracks, keys, and Camera Cuts
  • Playing on entering the doorway and returning control when it ends
  • How to verify, including stopping partway

What We Build Here

  • A camera push built from two keyframes
  • The scene playing exactly once when you enter the room's doorway
  • Returning to the original view and movement and look input, whether it finishes or is skipped

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Separate the scene's data from the playback mechanism

Sequencer brings three similar names into play. Start by separating "what you built" from "what plays it in game".

NameIts role here
Level SequenceThe asset saving camera movement and the playback range
Level Sequence ActorThe Actor you place to use that asset in a level
Sequence PlayerThe playback handler the Actor owns. Takes Play and Stop and reports the end
The relationship between the Level Sequence data, the Actor placed in the level, and the Sequence Player handling playback and end notifications

Sequencer is the name of the screen where you edit that Level Sequence. Getting the Sequence Player from the Actor placed in the level and sending it Play makes your scene play in game.

Meanwhile Blueprint's Timeline node is handy for building logic inside a Blueprint, such as changing a door's angle from 0 to 90 degrees. Sequencer suits laying out camera, audio, and the like on a timeline to adjust. It is not a restriction of "Timeline for one, Sequencer for two or more"; choose by what you want to look at while editing .

Place a box and a camera and build a three-second scene

Set up the same scene with no extra assets

We use a UE5.6 Third Person project. It assumes you can control BP_ThirdPersonCharacter in single player. Place the following on flat ground at Z=0 with no obstacles. Positions are in cm.

What to placeName in the OutlinerLocationSettings
CubeBossStandIn(1500, 0, 100)Scale (2, 2, 2)
Cine Camera ActorCam_Intro(400, 0, 100)Rotation (0, 0, 0)
Trigger BoxBossIntroTrigger(0, 0, 100)Box Extent (100, 200, 100) , Scale (1, 1, 1)

BossStandIn is the boss's stand-in. The camera faces positive X and shows the box beyond it. The player enters from outside the Trigger; confirm there are no walls between it and the box.

Placing the doorway, the cutscene camera, and the boss stand-in box along the X axis

A Cine Camera Actor is a camera for cutscenes. Set Cam_Intro 's "Current Focal Length" to 35 mm and "Focus Settings → Focus Method" to Disable . We disable focus blur here so only the position change is visible.

A Trigger Box is an Actor detecting overlaps. Set Collision to Query Only , the response to Pawn (which the player character belongs to) to Overlap , and turn on "Generate Overlap Events". Overlap detects overlaps without blocking passage. Turn on Generate Overlap Events on the character's Capsule too. The box's Extent measures from the center to the edge, so the whole doorway volume is 200×400×200 cm.

Create a Level Sequence and add the camera

  1. Choose "Add Level Sequence" from "Cinematics" at the top of the level editor and save it as SEQ_BossIntro .
  2. This method creates both the asset and a Level Sequence Actor. Name the resulting Actor in the Outliner BossIntroSequence .
  3. In Sequencer, add the Cam_Intro placed in the level via "Add Track → Actor To Sequencer".
  4. Confirm a Camera Cuts track exists with a section that has the camera assigned. If it was not created automatically, add "Add Track → Camera Cut Track" and specify Cam_Intro from its "Add Camera".

A track is a row laying out what changes over time. Camera position and rotation move on the Transform track. Camera Cuts decides "whose camera view is used during this time".

In other words, the camera moving and its view appearing on the game screen are separate . We need both Cam_Intro's Transform and Camera Cuts here.

Record positions at frame 0 and frame 60

A keyframe records "at this time, this value". Record a start and an end, and UE connects them.

Choose 30 fps in the frame-rate menu at the top of Sequencer and set "Show Time As" to Frames . Frames here are the ticks counting the scene's time. 30 frames is one second, so 60 is two seconds and 90 is three.

  1. Turn "Auto Key" off. We place keys manually here and confirm which action recorded them.
  2. Enter 0 in the current-time field. Confirm Cam_Intro 's Location is (400, 0, 100) and Rotation is (0, 0, 0) .
  3. Press the add-key button on Cam_Intro's Transform row. If there is no Transform, add it from the "+" on the camera's track.
  4. Set the current time to 60 and change the camera's Location to (700, 0, 100) . Press the Transform add-key button again.
  5. Select the keys at 0 and 60 and choose Cubic (Auto) from the right-click "Key Interpolation".

The camera now closes 300 cm toward the box over two seconds. We change only position here, not rotation or focal length.

Keyframes changing the camera's X from 400 at frame 0 to 700 at frame 60

Show the last second, then end playback

Set the timeline's green start marker to 0 and the red end marker to 90 . To match by number, enter 0 or 90 as the current time and use the start and end time buttons in Sequencer's lower-left playback controls. This is the Playback Range .

Make the Camera Cuts section long enough to cover 0 to 90 as well. The bar is called a section . Here the camera pushes in from 0 to 60 and holds that position for the one second from 60 to 90 before the whole scene ends.

Transform keys at 0 and 60, with Camera Cuts and the playback range running to frame 90

Placing keys alone does not decide the whole scene's length. A Camera Cuts section ending at 60 drops the view the moment the camera finishes pushing in. To show that last second, align the playback range and the section's end at 90.

Turn on the camera lock on the Camera Cuts row and press the play button inside Sequencer. Pushing toward the box and holding for a last second means the scene data is done. After rewinding and reviewing, turn the editing camera lock back off.

How does it move between keyframes?

Connecting the values between keys is called interpolation . With the same start and end, how they connect changes the camera's motion.

Comparing Linear's constant speed with Cubic Auto's smooth motion
  • Linear : moves between the two positions at constant speed and stops at the end.
  • Cubic (Auto) : adjusts the curve automatically, smoothing the start of motion and the approach to a stop.

Change the two keys to Linear, play, then return to Auto and compare. The distance and time toward the box are identical, but the impression just before stopping changes.

Cubic (User) is the setting for adjusting that curve yourself. Auto is a kind of Cubic too, so you do not need to remember three separate interpolation methods. Seeing the difference between Linear and Auto is enough for now.

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Prepare playback when the player enters

Turn off auto play and make it callable from Blueprint

Select BossIntroSequence and set its Details like this.

SettingValue
Level SequenceSEQ_BossIntro
Auto PlayOff
LoopDon't Loop
Play Rate / Start Offset1 / 0
Random Start Time / Pause at EndOff
Disable Camera CutsOff
Disable Movement Input / Disable Look At InputOff (controlled in Blueprint below)
Hide Player / Hide HUDOff

Pause at End is the setting for "pause once it reaches the end". We turn it off here because we take the end notification to restore control. Auto Play is off too, so starting the game does not begin the scene.

We keep this logic in the Level Blueprint . It is a small mechanism tying a doorway placed in the level to a scene. Choosing between them is covered in the Level Blueprint versus Blueprint Class article.

  1. Select BossIntroSequence in the Outliner.
  2. Open "Open Level Blueprint" from the Blueprint menu at the top.
  3. Right-click empty space in the graph and choose "Create a Reference to BossIntroSequence".
  4. Search for Get Sequence Player from that blue pin.
Getting Get Sequence Player from the reference to the BossIntroSequence placed in the level

This reference specifies the BossIntroSequence in the level. It differs from specifying the asset in the Content Browser. We send Play to the playback handler retrieved by Get Sequence Player later.

Also create these variables in the Level Blueprint.

VariableTypeDefaultPurpose
IntroPlayerLevel Sequence Player Object ReferenceNoneRemembers the retrieved playback handler
SavedViewTargetActor Object ReferenceNoneRemembers where to return the view afterwards
bIntroPlayingBooleanfalseRemembers whether the scene is playing

An Object Reference is a type for specifying the object you actually use. SavedViewTarget, for example, remembers the Actor to return to. The default None means nothing is specified yet. A Boolean is true or false, so bIntroPlaying means "playing / not playing".

Run it once, and only when the player enters

Select BossIntroTrigger in the Outliner and add that Actor's On Actor Begin Overlap event from the Level Blueprint's right-click menu.

  1. Connect the event's Other Actor into Cast To BP_ThirdPersonCharacter 's Object and wire the white exec line too. Continue only on the Cast's success side.
  2. From the success side, place Set IntroPlayer and save the Get Sequence Player return value from earlier.
  3. Pass IntroPlayer into the Is Valid that has a white exec pin. Continue only on the "Is Valid" side.
  4. Place a DoOnce . Leave Reset unconnected and Start Closed off.
Confirming the overlapping Actor with a Cast and saving the Sequence Player into IntroPlayer

That saves the scene's playback handler into IntroPlayer when the thing touching the doorway is the player character. Then confirm the value is usable before continuing into DoOnce.

Checking IntroPlayer with Is Valid before continuing into DoOnce

The Cast checks "is the thing that entered the player character" and Is Valid checks "is the playback handler usable". An empty reference ends the logic before stopping input. DoOnce lets only the first pass through, preventing the scene from repeating every time you walk in and out.

Do not connect Play yet. First prepare the logic that returns control after the scene.

Prepare the ending logic first

From the "+" on the Level Blueprint's "My Blueprint → Functions", create a function RestoreIntroControls with no inputs or outputs. A function is a named bundle for calling the same logic. We route both the natural end and stopping partway into it.

Restore movement and look input

Inside RestoreIntroControls , wire Set bIntroPlaying = false → Set Cinematic Mode . Set Get Player Controller's Player Index to 0 and pass its return value into Set Cinematic Mode's Target.

A Player Controller handles the player's input and view. In this single-player setup we use the Index 0 Controller.

RestoreIntroControls setting the playing flag to false and restoring movement and look input
Set Cinematic Mode inputValue when restoring
In Cinematic Modefalse
Hide Playerfalse
Affects HUDfalse
Affects Movementtrue
Affects Turningtrue

Affects Movement / Turning means "does this call change movement and look input". Keep them true when restoring too and set only In Cinematic Mode to false. Setting the Affects side to false leaves that input state unchanged.

Return to the original view

Next place Set View Target with Blend . Target is the same Player Controller, New View Target is SavedViewTarget , and Blend Time is 0 .

Returning the Player Controller's View Target to SavedViewTarget instantly

A View Target is the Actor deciding the screen's viewpoint. In Third Person it is normally the player character, whose camera is used. We save the pre-scene View Target in the next section and restore it here. Blend Time is 0 so the switch is easy to confirm.

Camera Cuts also releases view control when playback ends. On top of that we specify the restore target explicitly so a normal end and a skip return to the same place.

Bind the end notifications and play the scene

Wire On Finished and On Stop to the same function

IntroPlayer reports what happened during playback. On Finished fires when it plays to the end naturally and On Stop when it is stopped. Waiting on On Finished alone while also calling Stop leaves the restore logic out.

Return to the Level Blueprint's Event Graph and build the following after DoOnce.

  1. Create Bind Event to On Finished from IntroPlayer 's Get and connect it into Target.
  2. Drag from the Bind's red Event pin and create Create Event . Leave Object as Self and choose RestoreIntroControls in the function field.
  3. Then place Bind Event to On Stop . Target is the same IntroPlayer, and Event takes the same Create Event's red output.
Binding RestoreIntroControls to both On Finished and On Stop

Binding registers "when this notification arrives, call this logic". Create Event turns the function into a registrable form and passes it along. It does not execute RestoreIntroControls at this point. If the function does not appear in the field, confirm it has no inputs or outputs and compile.

The white exec line is DoOnce → Bind On Finished → Bind On Stop → the start logic below . Finish binding before Play.

Remember the view, stop input, and Play

Create Get View Target from Get Player Controller and connect its return value into Set SavedViewTarget . Run this Set following Bind On Stop.

Saving Get View Target's return value into SavedViewTarget

Then wire Set bIntroPlaying = true → Set Cinematic Mode → Play . Set Cinematic Mode's Target is the Player Controller and Play's Target is IntroPlayer. The two Targets are different objects , so confirm where the blue lines go.

Setting the playing flag to true, stopping movement and look input, and playing IntroPlayer

Set Cinematic Mode uses the same settings as when restoring, with only In Cinematic Mode true . That stops movement and look input and plays the Sequence Player you prepared.

What this example stops is movement and look input. Custom actions such as attacking, jumping, and confirm buttons, along with enemy and physics motion, do not stop. Building this into your own game means separately deciding whether to restrict in-scene actions. We do not change HUD display here either.

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Run it and confirm stopping partway too

Compile, save the level and the Sequence, and play.

  1. Outside the doorway : you walk and look around as usual.
  2. Entering the Trigger : the view switches to the camera showing the box and movement and look input stop responding.
  3. Three seconds later : the third-person view returns and you can walk again.
  4. Walking in and out again : DoOnce has already passed, so the scene does not repeat.

Skip with the K key

Place a keyboard K event in the Level Blueprint. Go from Pressed into a Branch with the Condition set to bIntroPlaying . Connect only the True side into Stop and pass IntroPlayer into Target.

Pressing K and stopping IntroPlayer only when bIntroPlaying is true

Replay and press K during the scene. Success is RestoreIntroControls being called from the Stop notification and returning to the original view and input without waiting three seconds. Pressing K before or after the scene is stopped by the Branch.

Pause is a temporary halt, which differs from ending. Using Pause as a skip leaves the scene stopped where it is. We settle on ending with Stop here.

Common stumbles

SymptomWhere to check
Nothing happens at the doorwayThe Overlap's Other Actor, Generate Overlap Events on both sides, the Cast's success, IntroPlayer's Is Valid
The view does not switch to the boxWhether Cam_Intro is assigned to Camera Cuts and Disable Camera Cuts is off
The camera does not push inWhether different positions are recorded at Transform 0 and 60
It returns after two secondsWhether the Camera Cuts section and playback range reach 90
It does not end past three secondsWhether Loop is Don't Loop and Pause at End is off
You cannot move even after it endsThe Bind's Target and function, and whether the restore side's Affects Movement / Turning are true
Only skipping fails to restoreWhether RestoreIntroControls is bound to On Stop too
Cannot return to the original viewWhether SavedViewTarget was saved before Play, and whether the restore node's Target is the Player Controller

To chase a cause, place Print Strings right after the Overlap, after Is Valid passes, and at RestoreIntroControls' entry. Knowing "how far it got" narrows down whether to fix the camera editing or the Blueprint.

Bonus: layering animation and audio

Once the camera moves, add the boss's motion and sound

Place a boss Skeletal Mesh Actor instead of the box and add it to Sequencer. Placing an Animation Sequence usable by that Skeleton on the Animation track plays a roar and the like within the scene. Sound effects go on the Audio track.

Aligning the boss's motion and sound start at the two-second mark where the camera finishes pushing in

Place the roar near the two-second mark where the camera finishes, then nudge the audio section back and forth to compare. Being able to adjust visuals and audio side by side rather than fixing wait times in code is where Sequencer earns its place.

To play an attack from input during gameplay and define its hit window, the Animation Montage article connects here too. Sequencer edits whole scenes while a Montage invokes character actions, dividing the roles.

Restore the look, or keep the result

Each section's "When Finished" lets you choose Restore State , returning moved positions to what they were before playback, or Keep State , leaving the final state. Restore State suits testing camera movement, while Keep State is a candidate when you want a door opened in the scene to stay open. It is separate from restoring player input.

To change game-progression flags, you can also call Blueprint logic from an Event Track . Skipping may bypass events partway through, though. Make required outcomes hold on the skip path too, so that "the boss fight starts even if you skip the scene".

Our example moves only the camera, so it has no such extra logic. Confirming that both a normal end and a skip return you to gameplay before layering on audio and animation makes it easier to add more.

Summary

In Sequencer, keys build the camera's movement and Camera Cuts decides the section shown. Blueprint takes the cue of entering the doorway to play it and returns the view and input to the player at the end.

Start by running two seconds of pushing in and one second of showing . Even slightly changing the hold time changes the impression of the same box on screen. Layering the boss's motion and audio onto this foundation builds a set piece that fits your game.

Reference: Sequencer Overview, Camera Cut Track, Keyframing, Set Cinematic Mode, Sequence Player end notifications

Unreal Engine Notes in this section98