Hello. I am using Unreal Engine 5.6.1.
I have a question about the optimal workflow for applying custom camera animations, created by an animator, to various skill animations used during gameplay.
1. Objective
During gameplay, when a character uses a skill, I want to apply camera animations (e.g., Transform, FOV) created by our animator in a DCC tool like Maya/Max in real-time.
This needs to be part of an interactive gameplay system, not just a simple cutscene.
2. Core Problem
I have confirmed that it’s possible to achieve this using Level Sequencer. However, creating and managing a separate Level Sequence asset for every single skill animation seems highly inefficient and unscalable.
I have a fundamental concern that this approach is too heavyweight for a gameplay system.
3. Specific Questions
Based on these concerns, I would like to ask the following:
I would like to confirm if it is a viable workflow to import camera transform data directly from an animation FBX file and use it as part of a UAnimSequence.
In the case of camera transform data imported via a Level Sequence, I’m wondering if there is a feature to ‘extract’ or save only the camera track information as a separate, reusable data asset.
The core of my question is: “For implementing a large number of camera animations for a real-time gameplay skill system, what is the most efficient and scalable data management workflow, other than creating a Level Sequence for each skill?”
Any advice would be greatly appreciated. Thank you.