Tutorial — Sequencer for Monologues

Augmented Traveler local tutorial. Back to Unreal — Tutorials · used by: Tutorial — Authoring a Timed Experience

How to build a figure's scripted monologue as a Level Sequence containing:

Draft. Validate on the first monologue (Mitchell, the 1847 comet) and correct names here.

1. What goes in a monologue sequence

Track Content
Figure (the character Blueprint, bound as Spawnable or Possessable) Body Animation Sequence (cleaned mocap); face animation (MetaHuman Animator) or face Control Rig keys
Audio The recorded voice (SoundWave) and room tone
Subtitles Caption lines (Subtitles and Closed Captions plug-in, Beta), or SRT import
Camera Cuts / CineCamera Kiosk framing only; headsets use the viewer's own view
Lights (optional) Small changes, such as a lamp brightening
Event track Keys that call the program: OnBeatReached, OnMonologueEnd

2. Build it

  1. Content Browser → Add → Cinematics → Level Sequence: LS_<Figure>_Monologue_<NN>, in Programs/<Figure>/Sequences/.
  2. Add the figure: drag BP_AT_<Figure> in. Add its Body and Face tracks.
    • Body: Animation track → the cleaned AS_ take.
    • Face: the MetaHuman Animator animation, or key the face Control Rig for fixes.
  3. Audio track: add the voice WAV and line it up with the performance's timecode.
  4. Captions:
    1. Turn on Subtitles and Closed Captions (Beta).
    2. Add caption keys on its Sequencer track, or import the script as SRT.
    3. The caption text must match the historian-approved script word for word.
  5. Events:
    1. Add an Event track. Key OnMonologueEnd at the last frame.
    2. Key OnBeatReached at each chapter point, so a visitor's question can wait for a natural pause.
    3. Events call functions on the Sequence Director Blueprint, or use Quick Bindings to call functions on the figure.
  6. Layering (5.8): the Animation Mixer (Experimental) layers and masks animation inside Sequencer without an Animation Blueprint. It is useful to add a hand pose over the body take. Treat it as experimental; the Animation Blueprint route is the fallback.
  7. Simple View (Ctrl+Backspace) hides advanced tracks while reviewing.

3. Play it from the program

The program director plays sequences; the level doesn't auto-play them (Tutorial — Authoring a Timed Experience).

  1. Place a Level Sequence Actor for the monologue, or create one at runtime with Create Level Sequence Player.
  2. Play: reference the actor → Sequence Player → Play.
  3. Replay: call Set Playback Position to 0 first.
  4. Skip (a visitor asks to move on, or staff stop it): Go to End and Stop.
  5. When Finished: set it to Keep State if the figure should hold the final pose. Otherwise let the idle take over (Tutorial — Authoring a Q&A Experience with Ambient Idle).
  6. Bind to the sequence's On Finished event, or use the event track, to tell the State Tree the monologue is done.

4. Handing back to idle

The last 1–2 seconds of the body take should settle into the idle's start pose, so the blend is invisible. In the Animation Blueprint, blend from the sequence to the idle state over about 0.3–0.5 seconds.

5. Check before sign-off

Sources