One of the great things about a high-end app like Unreal Engine is that you can use shortcuts to save time and increase the productivity of your cinematic animations, making your job easier. What are some ways to improve UE5 productivity? In this article, we'll find out with usUnreal Engine 53 Some useful shortcuts to workflows。After reading this article, you can learn more about UE5 shortcuts, what to do to solve problems such as Unreal Caton.
If you want to set other bracketing keyframes to the same value but at different times, you canClick the middle mouse button and drag through the time period。When you do this, you don't need to worry about causing an update or assessment to happen. **The color of the header will change to yellow, indicating that the sequence is not evaluated.
When dragging new Actors from the Content Browser into the Level, pressing certain keys (such as Ctrl or Shift) will add the Actors as Spawnable or Possessable if you want to add them to the Sequencer.
If you want to add a new actor to the sequencer as a possessable, hold it downctrl 。If you want to add a new actor to Sequencer as a spawnable object, hold it downshift 。
When you add certain Actors to Sequencer, you automatically use them to create tracks. For example:
The Static Mesh actor will automatically create a transform track. The Skeletal Mesh actor will automatically create a transform track and an animation track. The Cinematic Camera actor will automatically create a transform track and a haveaperturefocal lengthwithfocus distanceproperty tracksCamera components. The Light Actor will automatically create a Light Component with a Strength and Light Color property tracks.
This happens because of the sequencer plug-in project settingsTrack settings。You can do this by turning onProject SettingsThe window is not inIn the Plugins category, find Level Sequencerto find these settings.
By default, tracksSettingsThe array is populated with the settings for the previously mentioned tracks. You can clickAdd (+).button to add new array items, each with the following categories:
Description of some arrays:
Match actor class:Here you can specify the Actor class so that the track is automatically created when it is added to Sequencer.
Default Track:This array is what you specify will beMatch actor class:The location of the track that was added when added to sequencer. ClickAdd (+).button and click on the drop-down menu to browsesequencerTrack type.
Exclude default tracks:You can specify in this array which tracks you don't want to add for this actor class. You may want to use this option if you specify a different track to add, such as when your class inherits from a parent class that also specifies a default track here.
Default Properties Track:This array is where you specify the property track that was added when you added an actor to Sequencer. ClickAdd (+).button to add a new property item to the array. Component pathis where you specify the location of the actor component from which you want to add attributes. Attribute pathis where you specify the name of the attribute you want to add automatically.
Exclude default property tracks:You can specify in this array the property tracks that you don't want to add for this actor class. You may want to use this option if you specify a different track to add, such as when your class inherits from a parent class that also has the default property track specified here.
When adjusting the start and end times of a shot internally, if you want to automatically match the parent shot section to those edits, simplyRight-click the lens > Edit > Auto-resize。It's great for retiming shots and matching shot sections without having to manually re-trim.
Sometimes you want to drag some assets onto a sequencer track, such as an audio, subsequence, or animation track. Just press and holdShift keyto snap the dragged and dropped part to the header position.
If you turn off Snap to Pressed Keys, you can still align the header to the keyframe. Just press and holdShift keyand click on the keyframe. This makes it easy to perform subsequent actions, such as changing the value of this keyframe, or aligning other keyframes to it.
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