When making cinematic content in Sequencer, it may not be clear how to add and animate the player character in the same way you add other objects or actors in the scene. This document provides the recommended workflow for referencing the player character as a proxy, then binding it to the actual player at runtime.
Prerequisites
- You have a controllable player character in your project. For this document, the Third Person Template is used as an example.
- You are familiar with animating skeletal meshes in Sequencer.
- You are familiar with using Blueprints.
Reference a Proxy Player
While the PlayerStart Actor is the spawn point for the player, this is not a useful or appropriate Actor to use in Sequencer, as it does not include the player mesh or object being spawned.

Because of this, you should instead create a proxy (substitute) Actor to animate with instead. One way this can be done is by creating a spawnable reference of the player Character Blueprint. To do this, navigate in the Content Browser to the Character Blueprint Asset and drag it into Sequencer.

This creates a spawnable Actor based on the player Character Blueprint in your Sequence. It is a temporary Sequencer-only character, which can be useful to not pollute your level with proxy references.

You can now animate and create content on this proxy character in your cinematic sequence.

Rebind Proxy to Actual Player
Once your content is ready, the proxy character must be replaced with the actual player before the sequence plays.
Create Player Tag
To make finding the proxy character to replace easier, assign a Tag to the character track. To do this, right-click the track and select Tags, then type a tag name in the Add Tag menu and press Enter. This creates a tag on the character track.

Blueprint Setup
Next, open your Level Blueprint by clicking Level Blueprint in the Level Toolbar and selecting Open Level Blueprint.

Reference your sequence in Blueprints by selecting the Level Sequence Actor in your level, then right-click in the Event Graph and select Create a Reference to Level Sequence.

Create the following logic:
- Create a Get Player Pawn node, which gets the current actual player during runtime. This is the actor that replaces your proxy character.
-
Drag off the Level Sequence reference and create a Set Binding by Tag node, which is used to change the binding of an object or Actor on a track by tag name. On this node, do the following:
- Connect your Level Sequence reference to Target.
- Set Binding Tag to the tag name you created earlier on the proxy character track.
- Connect Get Player Pawn to Actors.
- Ensure Allow Bindings from Asset is disabled. If enabled, the proxy actor remains and won't be overridden, resulting in both the player pawn and the proxy actor bound to the track.
- After binding, Play the sequence.

Results
When executing this logic, you should see the player correctly animating in your cinematic sequence.
