



Taking all the individual performance assets (Mocap data, facial animation, dialogue audio, and subtitles) and assembling them into the final, playable cinematic moments.
1.Building the Performance Sequences
Asset Integration: For every question and action in the script (e.g., Q1A2, T2, T5), I created dedicated Level Sequences.
Layering the Assets: Within each sequence, the MetaHuman character served as the central track. I then layered the following:
Body Animation: The retargeted Mocap data was placed on the Skeletal Mesh track to drive the interrogator’s body movements.
Facial Animation: Dedicated face animation data was added to ensure the character’s lip sync and expressions matched the performance.
Dialogue & Subtitles: The voice audio file was added to the audio track, and corresponding subtitle text was timed precisely to match the dialogue delivery (as seen in the sequencer view with the audio waveform and text boxes).
2.Orchestrating the Master Sequence (The Grand Conductor)
Master Sequence: To control the flow of the entire scene, a Master Sequence was created. This acts as the conductor for the overall interrogation, combining all the smaller Q- and T-sequences.
Event Tracks & Branching: The key feature here is the use of Event Tracks within the Master Sequence.
I use these events to dynamically trigger different animation paths (e.g., jumping from T2 to either Q1A or Q1B logic).
This allows the game’s Blueprint logic (which tracks the player’s choices) to seamlessly tell the Master Sequence which branch of the cinematic to play next, making the entire scene feel continuous despite its underlying non-linear structure.
3.Scene Previsualization
The final result is the fully lit and propped interrogation room (as seen in the screenshots) where the character delivers their lines, complete with props like the lie detector and the documents on the table. This setup is now ready to receive the dynamic instructions from the player choice logic.