What’s the proper workflow for creating cinematic cutscenes using Sequencer in UE5?

Hi everyone!

I’m trying to create some in-game cutscenes for my UE5 project using the Sequencer. I can add cameras and animations fine, but I’m not sure about the best practices for organizing and triggering cutscenes during gameplay.

Should I keep cutscenes in separate levels, use Level Sequences, or control everything through Blueprints?

Any advice, tips, or good workflow examples would be super appreciated!

Hello there @kobetinh!

Welcome to UE! The best approach for sequencer would be to get familiar with the basics. You are already on track with that, and there’s community documentation explainin all its features:

As for workflow, you should use both, level sequences tied to actors, and blueprints to trigger the cinematic. There’s a good example of this on the Slay video series, its last chapter covers Sequencer: