unreal-build-cinematics
Build Unreal Sequencer playback and cinematic integration with real bindings, explicit clocks, interruption and state restoration.
SKILL.mdskills/unreal-build-cinematics/SKILL.md
GitHubUnreal Build Cinematics
When to use
Author or integrate Unreal Level Sequences, runtime sequence playback, bindings, cinematic camera handoffs or selected movie-render workflows. Gameplay camera behavior belongs to the camera capability.
Activation and prerequisites
Run commands/resolve-engine.sh and commands/resolve-skill.sh unreal-build-cinematics before writes or tool launches. Require effective engine UNREAL and compatible: true; revalidate task override evidence for every output scope. The skill never selects an engine.
Record actual Unreal version, LevelSequence/MovieScene modules, map/sequence assets, actor bindings, player ownership, clock, target platform and shot budgets. Movie Render Queue, Control Rig, template sequences and other plugins are explicit selections.
Workflow
- Author real sequence and map assets through native tools. Define possessable/spawnable lifetime, binding identity, hierarchy, playback range and frame rates; verify bindings in the intended world and cooked content.
- Choose one playback owner per sequence request and retain its player/actor and generation. Use the Sequencer integration reference for runtime APIs and version-specific restore semantics.
- Coordinate camera claims, input/HUD restrictions and pause with current owners. Configure completion/restore policy explicitly; avoid global unpause, focus reset or restoring an obsolete camera after replacement.
- Define skip, seek, reverse, interruption, travel and actor-loss outcomes. Separate Stop from natural completion and handle queued callbacks safely. Critical gameplay outcomes require authoritative, idempotent rules independent of sampled event tracks.
- Select the sequence clock and dilation policy. Record display/tick resolution and evaluation assumptions; explicit seeks, timecode/audio synchronization and real-time playback have different behavior.
- For selected rendering workflows, stage outputs with exact shot/sequence, settings, dependencies and rights. Preserve editable sources and keep rendering approval and runtime asset promotion separate.
Verification
Exercise real bound-property changes, pause, stop/restore, natural completion, replacement, skip and invalid binding. Verify player camera/input/HUD restoration and map/cook dependencies in a native target build. Record actual shot captures, audio sync and performance separately from structural/headless tests; NullRHI cannot certify a cinematic image or soundtrack.
Output
Native sequence/map assets, binding and playback contract, clock/restore/cancel ownership, native tests and representative shot findings. Record environment, expected/observed results and blocked/not-run checks under the active .hephaera/.cache/tasks/ task.
Boundaries
Do not synthesize binary assets, enable optional rendering plugins, generate media, accept licenses or promote outputs implicitly. Existing art/media/provenance and human review gates still apply.
References
- Sequencer integration: bindings, completion modes, authority and native evidence.