Discovering the basics of the Sequencer
The concept of sequences initially struck me as a bit unfamiliar, given that my previous years of experience with Blender and 3ds Max did not involve anything equivalent. While everything else I had encountered so far (except for Blueprints) was somewhat familiar to me, as is typically the case for anyone working in the CGI field, the Sequencer and the entire rendering process presented a degree of novelty that required some time for me to acclimate to.
To elucidate the nature of the Sequencer, let’s momentarily reflect on the concept of a timeline, which is a staple in traditional offline renderers. In this timeline, keyframes are utilized to animate a wide array of elements, correct? Now, within Unreal Engine, there isn’t a single consolidated timeline, given its status as a game engine geared for real-time interaction. Therefore, the concept of “sequences” comes into play. A sequence functions akin to a timeline...