Using ADX2 in UE4’s Sequence Editor


If we want to make small in-game cutscenes using content already available in the project, the Sequence Editor can be a fantastic tool. It allows us to treat our game like a movie set, where we can set up cameras, sounds, and scripted events to create cinematic moments. If our project already has Cues set up in Atom Craft, we can use these in the Sequence Editor as well!

Atom Track

To create a new sequence, navigate to the Cinematics button at the top of the main Editor window, and select Add Level Sequence.


After defining a name and opening the Editor, we can add some Cues to our timeline. At the top-left, select Track → Atom Track.


Clicking the + icon will reveal a list of available Cues. Selecting one of these will add a new Cue to the timeline.


The left and right extents of this Cue can be moved to adjust the start and end. If a Cue has been appropriately looped, the edges can be dragged further, and the audio will be correctly looped.

Clicking the arrow next to the speaker icon will reveal additional pitch and volume parameters. These can be adjusted directly, and in the case of volume, can be used for mixing purposes.


We can even create custom curves for these parameters to create fades over time. Clicking the + icon at the end of the Pitch or Volume parameters will add a key to the timeline under the playhead. We can add two keys to set up a fade and click the “Show the animation keys in a curve editor” icon at the top of the editor window.


In the Sequencer Curves window, the keys can be freely moved around, and moving the handles on each point will allow for easy curve shaping.


Event Track

One last feature to truly gain access to all ADX2 can offer is the native UE4 Event Track. If we go back and click the Track button at the top-left of the Sequencer window, we can select Event Track → Trigger to add this track type.


We can then add Event keys in the same way we added Volume points by clicking the little + icon at the end of the Events lane on this track.


Then, by double-clicking these keys, we can open up a Blueprints editor to add Blueprints scripts. These can be used in the same way that Blueprints are used for in-game purposes. This includes adding dynamic features such as updating AISACs or changing Snapshots.


If we want to reuse Events, back in the Sequencer window, we can right-click any of the keys → Properties → Event → Rebind To → and select a pre-existing call function.

It is also worth noting that some Blueprint features might not work without playing this Sequence in-game. For testing purposes, we can change any of our events to work in the Editor by right-clicking any of the keys, then → Properties → , and tick Call In Editor. This should allow playback to work as intended.


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