UMG Cinematics PRO
Bring Full UMG Widget Animation Control Into Sequencer
UMG Cinematics PRO extends UMG Cinematics with direct access to the animatable properties inside your UMG Widget Blueprints.
Add your UMG Widget to a Level Sequence, then reach inside its runtime Widget Tree, select individual widgets, and expose their animatable properties directly to Sequencer.
Animate text, images, panels, progress bars, transforms, colors, opacity, and other supported UMG properties using familiar Sequencer tracks and keyframes.
Instead of creating separate Blueprint logic just to drive your cinematic UI, you can animate supported widget properties directly from your Level Sequence.
Animate Widgets Inside Your Widget Blueprint
A UMG Widget Blueprint often contains much more than a single visual element.
It may contain:
- Text Widgets
- Images
- Borders
- Progress Bars
- Panels
- Buttons
- Nested layout elements
- Custom UMG Widgets
- Other animatable UMG controls
With UMG Cinematics PRO, Sequencer can target individual named widgets inside the spawned Widget Blueprint.
For example, a cinematic title widget could contain:
TitleText
SubtitleText
BackgroundImage
AccentBar
Each of these widgets can have its own supported properties exposed as Sequencer channels and animated independently.
One UMG Widget Blueprint can therefore become a complete, reusable cinematic graphics system.
Expose Widget Properties to Sequencer
Adding a Widget Property track is straightforward.
Click the + / Add button on UMG Widget Track
UMG Widget Properties → Add Widget Property
Then:
- Select the widget you want to control.
- Select one of its supported animatable properties.
- A new property channel is added to your UMG section.
- Keyframe and animate the property directly in Sequencer.
Property tracks are automatically grouped by their target widget, keeping complex UMG animations organized as the number of animated elements grows.