How to Create a Trailer in Unreal Engine 5: Step-by-Step Guide for Cinematic Results

Creating a game trailer in Unreal Engine 5 (UE5) is an exciting process that combines storytelling, cinematography, and real-time rendering. Whether you’re a solo developer or part of a small team, UE5 provides all the tools needed to produce a high-quality cinematic trailer for your game. In this guide, we’ll cover everything from initial planning and setup to advanced techniques like slow-motion effects, dynamic lighting with Lumen, mixing gameplay footage, and adding realistic characters. By following these steps and best practices, you can learn how to create a trailer in Unreal Engine 5 that looks professional and engaging. Let’s dive in.

How do you create a cinematic trailer in Unreal Engine 5?

Creating a cinematic trailer in UE5 involves a series of stages that mirror a film production pipeline, adapted for a real-time game engine. Here’s an overview of the process:

  • Plan Your Story and Pacing: Start by defining what story or experience you want to convey in the trailer. Outline key moments – dramatic reveals, action sequences, or scenic vistas – and decide the length of the trailer. A clear plan or storyboard will guide all subsequent steps.
  • Prepare Tools and Assets: Ensure you have Unreal Engine 5 installed and set up. Gather or create the game assets needed (environments, characters, props). You might use Quixel Megascans for high-quality environment assets or MetaHuman characters for realistic humans.
  • Set Up the Scene in UE5: Create a new level for your trailer or use an existing game level. Place your environment and characters according to the storyboard. Enable UE5’s cinematic features (like Sequencer for timeline editing and the Cine Camera actor for film-like camera controls).
  • Cinematic Sequencing and Animation: Using Sequencer, lay out the trailer shots. This involves positioning cameras, animating characters or objects, and timing events. You will create multiple shots and camera cuts to tell the story dynamically.
  • Lighting and Visual Effects: Light your scenes for a cinematic look. UE5’s Lumen global illumination can provide realistic bounce lighting, and you can add lights to highlight subjects or set mood. Incorporate visual effects (explosions, particles, etc.) using Niagara for extra impact.
  • Audio and Music Sync: A great trailer is driven by its audio. Import your music and sound effects into Sequencer and synchronize key moments (cuts or actions) to the beats or cues in the audio. This synchronization intensifies the emotional impact of the trailer.
  • Editing and Camera Cuts: Arrange your shots in a compelling order. Use Sequencer’s Camera Cuts track to switch between camera views at the right moments​. Trim sequences to ensure the trailer flows with good pacing and no dead air.
  • High-Quality Rendering: When everything looks and sounds good in the real-time preview, use the Movie Render Queue or Sequencer’s render tool to export the trailer frames/video. Optimize the render settings for high resolution and smooth playback (we’ll detail rendering settings later).
  • Post-Processing (Optional): If needed, you can do minor edits, add titles, or color correction in a video editing software. However, UE5’s real-time rendering is often sufficient for final output.

By breaking the work into these steps, you can create a cinematic trailer in Unreal Engine 5 that effectively showcases your game. Each of the following sections will explore these steps and questions in detail, so you can achieve polished, cinematic results.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

What tools do I need to make a trailer in Unreal Engine 5?

To make a trailer in UE5, you primarily need the engine itself and the content for your trailer. Here are the key tools and resources to prepare before you start production:

  • Unreal Engine 5: Download and install the latest version of Unreal Engine 5. Make sure your system meets the requirements – a powerful GPU, ample RAM, and a fast CPU will help when dealing with high-fidelity scenes (especially if you use Lumen and Nanite).
  • Sequencer: This is UE5’s built-in nonlinear editor for cinematics. It’s automatically included with the engine. Sequencer allows you to record and arrange shots, animate objects, and add audio. You’ll use it extensively to timeline your trailer.
  • Cine Camera Actors: UE5 provides cinematic camera objects that simulate real-world camera settings (focal length, depth of field, motion blur). These give your shots a filmic look. They are available in the editor and will be added when you create camera tracks in Sequencer.
  • Game Assets (Environments & Characters): You will need the 3D assets that appear in your trailer:
    • Environment Models & Textures: Use your game’s levels or create a new environment for the trailer. You can also leverage free assets from the Quixel Megascans library (integrated via Bridge) for realistic terrain, foliage, or props.
    • Characters and Animations: If your trailer features characters, prepare their models and animations. MetaHuman characters (from Epic Games) are a great option for realistic human characters, complete with rigs for facial animation. Also gather any animation sequences (running, fighting, idles) you might need.
    • Visual Effects Assets: If you plan to show explosions, magic effects, etc., have those ready. UE5’s Niagara effects system or pre-made particle systems from the Marketplace can be used.
  • Audio and Music Tools: Have a music track or background score selected for your trailer. You might also need sound effects for key moments. While UE5 can synchronize and play audio, you might use external tools (like Audacity or a DAW) to edit or mix audio beforehand. Ultimately, you will import the final music/sfx files (typically as .WAV) into UE5.
  • Supporting Software (Optional): Although not required to use Unreal, certain tools can help:
    • Storyboarding Tools: You can simply sketch your storyboard on paper or use digital tools (Photoshop, Storyboarder, etc.) to plan shots.
    • 3D Modeling Software: If you need to create or tweak assets, software like Blender, Maya, or 3ds Max can be useful. For example, Blender might be used in conjunction with PixelHair assets (more on that later) to create custom hair grooms.
    • Video Editing Software: As a final step, you might use an editor like Adobe Premiere or DaVinci Resolve to splice together rendered clips, add fades, titles, or adjust timing outside of UE5. However, many trailers can be finished entirely within Sequencer, depending on your workflow.

Tip: All of the above tools are either integrated into Unreal or available for free (Unreal Engine itself is free to use, MetaHumans and Quixel assets are free for UE users, etc.). The key is ensuring you have Unreal Engine 5 installed and familiarize yourself with Sequencer and the basic editor controls before embarking on trailer creation. Once set up, you’ll have everything needed in one place – Unreal Engine 5 – to start crafting your cinematic trailer.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

How do I set up a trailer scene in Unreal Engine 5?

Setting up the scene is a crucial early step. This is where you lay the groundwork by preparing the level where your trailer action will take place. The goal is to create the environment and context for your shots:

  1. Create a New Level or Use an Existing One: If your game already has a beautiful or relevant level, you can use that as the backdrop for your trailer. Simply load the level in the Unreal Editor. Otherwise, create a new level (File > New Level) – often a blank level or one of the templates (like a basic open world) can serve as a starting point which you’ll then customize.
  2. Import or Place Environment Assets: Bring in the environment elements (terrain, buildings, props, etc.) as per your trailer plan. If using a new level, you might start by adding a landscape or a sky sphere. For a game reveal trailer, placing some iconic props or structures from the game in the scene can help set context.
  3. Enable High-Quality Visual Features: At this stage, configure your project for the highest quality since trailers aren’t interactive and can sacrifice real-time performance for visual fidelity:
    • Turn on Lumen and Nanite: In Project Settings > Rendering, ensure Dynamic Global Illumination is set to Lumen and Reflection Method is Lumen, which will enable realistic lighting and reflections. Lumen should be on by default in new UE5 projects, but double-check for converted projects​. Also, enable Virtual Shadow Maps for detailed shadows, and make sure Nanite is enabled for high-poly meshes​.
    • Adjust Engine Scalability: Set Engine Scalability settings to Epic (the highest) for all categories to get the best visuals while working. This ensures you see the highest quality shaders, effects, and draw distances in the editor.
  4. Place Characters and Key Props: Add your main character or any characters who appear in the trailer to the level. For example, if you’re using a MetaHuman, drag the MetaHuman Blueprint into the scene (after you’ve downloaded it via Quixel Bridge)​. Position characters at their start locations according to your storyboard. Similarly, place any hero props (like a vehicle, weapon, or item that’s featured).
  5. Initial Lighting & Sky: Set up a basic lighting scenario as a starting point (this will be refined later). You can add a Directional Light (for sun/moon light), a Sky Atmosphere and Sky Light (for ambient and sky effects), and Exponential Height Fog if your scene benefits from atmospheric fog. These actors can be added from the Place Actors panel under Lights and Visual Effects. With Lumen active, movable lights like the Directional Light will contribute dynamic global illumination, giving you soft bounced lighting in corners and overall realistic shading.
  6. Test and Iterate: Press Play (or use the viewport) to scout your scene. Move around to ensure all necessary areas look correct and there are no obvious missing elements or glitches. This is essentially “blocking out” your trailer set. You don’t need final detail on everything (since some areas might not be seen by the camera), but anything visible in planned shots should be in place.

At this point, you have a “stage” ready for filming. You’ve set up the trailer scene with environment, characters, and baseline lighting. Next, we’ll refine the cinematic aspects – camera work, animation, advanced lighting, and effects – to bring this scene to life as a trailer.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

What’s the best way to storyboard a trailer in Unreal Engine 5?

Before you animate a single frame in UE5, it’s wise to storyboard your trailer. Storyboarding means sketching out or otherwise visualizing the sequence of shots and events that will comprise your trailer. This planning step will save you time because it provides a roadmap for production. Here are some tips for effective storyboarding:

  • Identify Key Moments: Think about the most important moments you want to show. This could be an epic boss, a beautiful vista, a fast-paced combat sequence, or a dramatic dialogue line. Jot these down as the anchors of your trailer narrative. A typical trailer might have 5–10 key scenes depending on its length and pace.
  • Draw Thumbnails or Create a Shot List: You don’t need to be an artist – simple stick figure sketches or even written descriptions are fine. Draw each shot as a small panel (thumbnail) in sequence. Note what’s happening (e.g., “Camera pans over landscape to reveal castle”, or “Hero character unsheathes sword in slow motion”). Include notes on approximate timing (e.g., “2 seconds” for a quick glimpse vs “5 seconds” for a slow reveal).
  • Plan the Pacing: Determine how you will open the trailer, build excitement, and then conclude. Often trailers start with a brief establishing shot, then speed up with action, and end on a climax or a cliffhanger. Use the storyboard to pace out slow vs. fast segments. You might plan a few rapid-fire cuts for action montages and longer shots for emotional or awe-inspiring moments.
  • Consider Music and Beats: If you have a music track in mind, listen to it and identify major beats or shifts in the music. It’s very effective to align your storyboard with the music’s rhythm (for instance, a cut or explosion happening exactly on a beat drop). Make a note in the storyboard where certain music beats occur, and plan shot changes or events at those points.
  • Use Unreal Engine for Previz (Optional): While traditional storyboarding is done on paper or digitally drawn, you can also use Unreal Engine as a previz (pre-visualization) tool. This can be as simple as using the Cine Camera in the editor to find interesting angles in your scene and taking screenshots. You could even block out rough camera moves with Sequencer using placeholder timing, then adjust later. Some solo developers use UE5 itself to prototype trailer shots, effectively creating an animatic. This isn’t a required step, but if drawing isn’t your forte, blocking out shots in-engine with basic movements can serve a similar purpose to storyboarding.
  • Review and Refine: Once you have a storyboard or shot plan, review it critically. Does it tell a coherent story or showcase the features you want? Get feedback if possible – sometimes teammates or friends can point out if a sequence is confusing or if the excitement lulls in the middle. It’s easier to tweak the plan at this stage than later after you’ve animated everything.

By storyboarding, you create a blueprint for your trailer. When you move into Unreal Engine to set up cameras and animate, you’ll know exactly what shots you need and how long they should last. This prevents aimless camera wandering and ensures every shot serves a purpose. In the next sections, we’ll follow this blueprint as we set up the cinematics.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

How do I light a scene for a cinematic trailer in Unreal Engine 5?

Lighting can make or break the cinematic feel of your trailer. In Unreal Engine 5, lighting a scene for a trailer involves using real-time lights (often fully dynamic with Lumen) as well as post-process effects to achieve a dramatic, film-like look. Here’s how to approach cinematic lighting:

  • Establish a Lighting Style: Decide on the mood and style based on your game’s setting. Is it a bright, vibrant outdoor scene? A dark horror atmosphere? Identify your key light source (for example, the sun, moon, or an interior light). For outdoor scenes, the Directional Light acts as the sun and is your primary light. For indoor or night scenes, you might have multiple primary light sources (a lamp, fire, neon signs, etc.).
  • Use Three-Point Lighting Principles (for Characters): In cinematography, a subject is often lit with a key light, fill light, and back light. You can mimic this in UE5 for important character close-ups:
    • Key Light: The main light (e.g., the sun or a spotlight) that illuminates the subject. Position it to cast interesting shadows on the face or environment.
    • Fill Light: A softer light from the opposite side to reduce harsh shadows. In UE5, this could be another light with lower intensity or using the Sky Light (which provides ambient light from the sky and acts as a natural fill).
    • Back Light (Rim Light): A light placed behind the subject, aimed towards them, to create a rim of light on their edges. This helps separate them from the background. You can achieve this with a dim directional light or spotlight. For example, a faint back light can make a character’s silhouette pop during a nighttime shot.
  • Leverage Lumen for Global Illumination: With Lumen enabled, your lights (especially the Directional Light and Sky Light) will bounce light automatically. This means if you have, say, a bright sunset orange key light, the environment will get warm bounced lighting. Use this to your advantage for realism: position lights so they bounce into areas you want visible. Lumen also handles emissive materials casting light, so an emissive neon sign or lava pool can illuminate nearby areas without extra effort.
  • Adjust Light Settings for Cinematics: Select your lights and tweak their properties for a polished look:
    • Increase Source Angle / Softness for Directional or Spot lights to soften shadows if they are too sharp (real cameras often have soft shadows).
    • Enable Contact Shadows for small detailed shadows (good for character eyelashes, small props, etc. when using Lumen).
    • Use Temperature or light color to set mood (cool blue moonlight vs. warm golden hour sunlight).
  • Position Volumetric Fog and Effects: Enabling Volumetric Fog (via Exponential Height Fog settings) can create cinematic light shafts and a sense of depth. For example, if your trailer has god rays in a forest, position the directional light to stream through trees and enable volumetric scattering on that light. This will produce visible light rays when viewed against the fog.
  • High Dynamic Range and Post Processing: Add a Post Process Volume (set it to Unbound so it affects the whole scene). In it, adjust:
    • Exposure: For cinematics, you might want to set exposure to a fixed value (disable auto-exposure) to avoid the camera adjusting brightness during shots. Manually choose an exposure that works for your scene’s brightest and darkest parts.
    • Bloom: Turn up Bloom for glowy highlights if your scene has bright sources (like magic effects or the sun reflecting on water).
    • Color Grading: Trailers often have a color grade. You can tint shadows, midtones, and highlights to achieve a stylized look (e.g., teal shadows and orange highlights for a popular action look, or a desaturated, high-contrast grade for gritty scenes).
    • Depth of Field: Using cinematic cameras, enable depth of field so that backgrounds naturally blur when focusing on a subject. Adjust the aperture (f-stop) on your Cine Camera to control DOF – a lower f-stop (e.g., 2.8) gives a very shallow depth of field, which is great for close-ups of characters or objects.
  • Dynamic vs. Static Lighting: For trailers, you will almost always use movable (dynamic) lights because you want the freedom to move cameras and change lighting without needing to build lighting (plus Lumen requires dynamic lights). Movable lights also let you animate them if needed (for example, flickering lights or a dramatic change in lighting during a shot). Static/baked lighting is less useful in a trailer context, except maybe for reducing noise in some cases, but generally Lumen has made dynamic lighting the go-to for real-time cinematics in UE5.

Spend time to tweak and iterate on your lighting setup. You can even adjust lighting per shot – for instance, it’s common in film to add extra lights that exist only for a specific camera angle (in UE5, you could toggle visibility of a light via Sequencer for certain shots). The goal is to ensure every shot is well-lit according to its mood: your hero should have a nice rim light when they do something cool, your environment establishing shot should have light that guides the viewer’s eye to the important area, etc. Good lighting will significantly enhance the perceived quality of your trailer.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

How do I use Nanite and Lumen for high-quality trailer visuals?

One of Unreal Engine 5’s biggest advantages for trailer creation is its next-gen rendering tech: Nanite (virtualized geometry) and Lumen (dynamic global illumination and reflections). Together, these allow you to achieve film-like detail and lighting in real time. Here’s how to use them for maximum quality:

  • Nanite for Detailed Models: Nanite lets you import extremely high-polygon models without the usual performance hit. For a trailer (which is non-interactive and can be rendered out slowly if needed), you can take full advantage of this:
    • Import high-detail meshes for your environment and set them to use Nanite. Many Quixel Megascan assets and UE5 Marketplace assets come Nanite-ready. If you’re importing your own models, simply check Enable Nanite in the Static Mesh properties. Nanite will auto-LOD the mesh and render at the fidelity needed for each pixel.
    • With Nanite, you can include film-quality source art (like ZBrush sculpts or photogrammetry scans) directly​.This means your rocks, buildings, or characters can have incredibly fine detail that holds up even in close-ups. There’s no need to bake normal maps for detail – Nanite handles the actual geometric detail.
    • Use Virtual Shadow Maps (automatically on when Nanite is on and using Lumen) to get sharp, accurate shadows from all that geometry. This ensures even tiny details in the Nanite meshes cast shadows correctly, which adds to realism.
  • Lumen for Global Illumination & Reflections: Lumen is UE5’s dynamic GI system. To use Lumen at its best:
    • Enable Lumen in Project Settings: As mentioned, make sure your project’s Global Illumination is set to Lumen (it usually is by default for new projects)​. Also set Reflections to Lumen. With these on, any movable lights will bounce light and color around the scene, and reflective surfaces will show detailed reflections (combining screen-space and internal scene data).
    • No Light Baking Needed: Lumen removes the need for baking lightmaps, so you can move lights or change things on the fly without re-building. This is perfect for trailers where you might animate lights or switch scenarios.
    • High Quality Settings: In Post Process Volume, you can increase Lumen quality if needed. For example, you can raise Lumen Scene Detail or Final Gather Quality (console variables like r.Lumen.FinalGather.Quality) to reduce noise, especially for dark scenes.
    • Use Hardware Ray Tracing (Optional): If your GPU supports hardware ray tracing, you can enable Hardware Ray Tracing for Lumen (in project settings) to get even more precise global illumination and reflections. This can clean up some artifacts and improve quality, at the cost of render speed – which is fine for offline rendering a trailer.
    • Reflections on Translucency: Lumen by itself doesn’t handle highly reflective translucent surfaces super well (like perfect mirrors or water). If your trailer has mirror shots or such, consider enabling the Screen Space Ray Tracing or even UE5’s Path Tracer for those specific shots. However, for most cases, Lumen reflections set to High quality will suffice for shiny metals, etc.
  • Optimize for Visuals Over Performance: Since trailer rendering is offline (you’ll be exporting frames or a video), you can push quality settings:
    • Use high resolution textures and enable Virtual Textures if you have lots of 8K textures (this pairs well with Nanite to handle texture streaming).
    • Nanite and Lumen might strain real-time FPS, but that’s okay – you can still record the trailer. The Movie Render Queue will render frame by frame, so even if you get low FPS in editor, the output can be smooth.
    • Keep an eye on any limitations: Nanite doesn’t support Skinned meshes yet (so characters need normal meshes with LODs), and Lumen can struggle with very small or fast-moving lights. But these are minor in most cases.

In summary, Nanite allows you to use insanely detailed models (so don’t hold back on mesh quality for things shown in close-up), and Lumen provides realistic lighting without a bake. Together, they make your UE5 trailer look like a pre-rendered CGI video, even though it’s running in real time​.

By enabling and configuring these features early (during scene setup and lighting as discussed), you ensure the highest possible fidelity for all the shots you’ll animate next.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

How do I use Sequencer to animate shots in UE5?

Unreal Engine 5’s Sequencer is the heart of trailer creation – it’s the timeline editor where you’ll animate cameras, actors, and assemble the sequence of shots. Using Sequencer, you can create cinematic sequences much like editing a movie. Here’s a step-by-step on using Sequencer for your trailer shots:

  1. Create a Level Sequence: In your trailer level, go to the Cinematics menu (above the viewport) and choose Add Level Sequence (or use the Content Browser: Right-click -> Cinematics -> Level Sequence). Name it e.g. “TrailerSequence”. This will open the Sequencer editor UI at the bottom.
  2. Add Your Actors to Sequencer: Now you need to add the things you want to animate or control. For each important element (characters, cameras, even lights if you plan to animate them), do the following:
    • Click the + Track button in Sequencer and choose Actor to Sequencer, then pick the actor from the list (or simply drag an actor from the World Outliner into the Sequencer track area). For example, drag your character into Sequencer to animate it​.
    • If you add a Cine Camera this way, Sequencer will also automatically create a Camera Cuts track if one isn’t already there. (We’ll cover cameras in detail in the next section.)
  3. Animate Objects with Keyframes: Sequencer uses a keyframe system:
    • Select an actor track (say your character or a prop). Click + Track on that actor and choose a property to animate (e.g., Transform > Location/Rotation for moving an object, or an Animation track if you want to play a character animation).
    • Move the timeline scrubber to a start time (e.g., frame 0 or second 0), set the actor in the desired starting position, and click the Add Keyframe button for that property (or turn on Auto-Key). This records a keyframe of the actor’s current transform at that time.
    • Move the timeline to a later time (say 3 seconds), move or rotate the actor to a new position (for instance, the character has walked forward, or a door has opened), and again keyframe the transform​. Sequencer will interpolate between these keyframes, producing motion.
    • You can add as many keyframes as needed to refine the motion. Sequencer supports adjusting the interpolation curves (by default it’s smooth interpolation; you can use the Curve Editor to tweak easing in/out).
    • For character actors, a common approach is to add an Animation track, then assign an existing animation asset (like a run or gesture). The animation will play on that character in Sequencer. You can align animations back-to-back or blend them if needed.
  4. Create Multiple Shots (Sections): Trailers usually consist of several shots. There are two main ways to manage multiple shots in Sequencer:
    • One Sequence, Many Cameras: You can keep everything in one Level Sequence and animate multiple Cine Camera Actors, toggling between them using the Camera Cuts track. In this approach, you might animate camera1 from time 0–4s (shot1), camera2 from 4–8s (shot2), etc. Each camera’s animation can be separate on its own track, and you use Camera Cuts to switch.
    • Master Sequence with Sub-Sequences: Alternatively, use Unreal’s Master Sequence workflow. You can create a master sequence that contains other sequences (shots) as sections. For example, a master timeline might have Shot1, Shot2, Shot3 as chunks, which are themselves individual Level Sequence assets. This approach is organized, especially for longer trailers, because you can focus on one shot at a time. (Unreal Engine even has a Create Master Sequence tool that sets up a structure for you with multiple shot sequences.)
    • Both methods work; for beginners, one Level Sequence with camera cuts is simpler. For more complex productions, the master/sub-sequence method is cleaner.
  5. Preview in Real-Time: Scrub the timeline or hit the Play button in Sequencer to preview your animated sequence in the editor. You will see the actors move as keyed. If you’ve set up cameras and camera cuts, the viewport will cut between them as it plays, effectively showing you a draft of the trailer.
  6. Fine-Tune Timing: Sequencer allows you to drag keyframes or whole sections to adjust timing. If a moment feels too fast or too slow, adjust the spacing of keyframes or the length of a camera section. You can also add Section Markers or use the built-in slip tool to slide animation clips on the timeline.
  7. Utilize Sequencer Tools: As you build the animation, take advantage of features:
    • Fade Track: You can add a Fade track (under the +Track menu) to fade the screen in from black at the start or out at the end, or for transitions.
    • Event Tracks: Advanced usage – Sequencer can trigger events (Blueprint events) at specific times, which could be used to toggle things in the level. For instance, you could use an event track to trigger a gameplay event or particle effect at an exact frame (though there’s also a simpler method for particles we’ll discuss).
    • Take Recorder: If manual keyframing is tedious for complex motion, consider using Take Recorder to capture gameplay or physics and convert it into Sequencer animation (more on this in the gameplay section). Take Recorder can record your live gameplay as keyframes or animation that Sequencer can play back​.

Overall, Sequencer is like your movie editing timeline within Unreal. It’s powerful – you can animate almost anything: actors, cameras, lights, material parameters, etc. Using it effectively means breaking your trailer down into tracks and keyframes, much like a film editor cutting together footage. Next, we’ll focus on one of the most important aspects of those tracks: the camera work.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

How do I use cameras and keyframes for trailer shots in UE5?

Cinematic camera work is what makes your trailer feel like a movie rather than gameplay. In UE5, you’ll use Cine Camera Actors and keyframe their movement/parameters to compose each shot. Here’s how to set up and animate cameras for your trailer:

  • Add a Cine Camera to Sequencer: In Sequencer, click the camera icon (Create Camera) on the toolbar. This will spawn a new Cine Camera Actor in your scene and automatically create a Camera Cuts track if one doesn’t exist. The viewport will also switch to look through this new camera (you’ll see a “Pilot” label). Alternatively, you can add a camera by clicking +Track > Camera in Sequencer or placing a Cine Camera in the level and then adding it.
  • Frame Your Shot: With the camera selected and piloting enabled, move around the viewport to position the camera for your first shot. Use typical WASD controls or move the camera actor in the world. Adjust rotation to get the desired framing. You can also set the camera’s lens settings (in Details panel) – e.g., a 35mm focal length for a natural view or 85mm for a telephoto close-up. The cine camera simulates real lens properties, including depth of field.
  • Set Initial Keyframe: Once the camera is positioned at the start of its movement, make sure the Sequencer timeline is at the starting frame for this shot (e.g., frame 0 of the shot). Select the camera’s Transform track (Sequencer should have automatically added tracks for the camera’s location/rotation when you created it). Press the Enter key or click the keyframe button to add a keyframe of the current transform​. This records the camera’s start position.
  • Animate the Camera Movement: Move the timeline ahead to where you want the camera movement to end (for example, 3 seconds later). Now move/rotate the camera to its new position (for instance, dolly closer to the character or pan to the right to follow action). Once the camera is in its end position, add another transform keyframe (Enter key)​. Now the camera will move between those two positions over time. You can scrub the timeline to see the movement. For complex moves, add intermediate keyframes – e.g., if you want a curved path, place a midpoint keyframe where the camera should pass.
  • Adjust Keyframe Interpolation: By default, camera motion will ease in and out of keyframes (smoothly accelerate and decelerate). This often looks cinematic, but you can tweak it. Click the Curve Editor to adjust the tangents of the motion curves. For instance, if you want a steady constant-speed camera pan, you might set keyframe tangents to linear. Or if you want a sudden stop, you might flatten the tangent at the last keyframe.
  • Focus and Depth of Field: A huge part of cinematic cameras is focus. Select the Cine Camera and locate the Focus Settings in Details. You can set Manual Focus Distance – for example, focus on the main character’s face. Better yet, you can animate focus distance in Sequencer: click + Track on the camera and add Focus Distance (under lens settings) so you can keyframe it. This way, you could do a rack focus (changing focus from one subject to another mid-shot). Example: Start focused on a foreground object, then at 2 seconds keyframe the focus distance to a far object – the result is a smooth focus pull from foreground to background.
  • Camera Cuts Track: When using multiple cameras, use the Camera Cuts track to switch between them​ In Sequencer, the Camera Cuts track will have sections that you can assign to different cameras. If you used the create camera button, it likely auto-bound your camera to Camera Cuts for the duration of the sequence. To add another camera to the sequence, you can split the Camera Cuts track: move the playhead where you want the cut, press the Cut button to create a new section, and choose your second camera for that section. Now Sequencer will cut from Camera1 to Camera2 at that frame. You can add as many cameras as needed this way (Shot1 uses Camera1, at frame X switch to Camera2 for Shot2, etc.)​
  • Use Camera Rig Tools (Optional): UE5 offers camera rig helpers like Camera Rig Crane or Rail if you want to simulate real camera cranes or dolly rails. For instance, a Camera Rail + attached camera can be animated along a spline, good for smoothly following alongside a character running. These can be found in the Modes panel under Cinematic. They aren’t strictly necessary – often keyframing the camera directly is enough – but they can make certain movements easier or more physically based.
  • Preview Through Cameras: Always check your shots through the camera view (you can eject pilot to edit scene, then re-enter pilot to fine-tune camera). In the viewport, you can also enable Safe Frames to see the aspect ratio framing (useful if you’re framing for a 16:9 trailer or a specific resolution).
  • Keep Camera Moves Motivated: Generally, trailer camera work should feel intentional. Use slow pans or push-ins for dramatic reveals, quick cuts and handheld-style moves for intense action, etc. The keyframe tools allow a wide range of motion: you can even add a little noise to mimic handheld shake (via the Camera Shake system or by adding tiny up/down keyframe variations). Ensure that each camera move either follows the subject (keeping important elements in frame) or creatively reveals something new.

By carefully keyframing cameras, you direct the viewer’s attention exactly as planned in your storyboard. Unreal’s cine cameras, with their depth of field and filmback settings, will make the footage look like it was shot with real cameras, adding to the cinematic quality. Once cameras are in place, you can look at adding special effects like slow motion to certain shots for extra flair.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

How do I add slow motion and cinematic movement to a trailer in UE5?

Slow motion (time dilation) and other cinematic movement effects can dramatically heighten the impact of trailer moments – think of a high-speed action scene suddenly dropping to slow-mo for emphasis. In Unreal Engine 5, there are a few ways to achieve slow motion and stylized movement:

  • Time Dilation (Global Slow Motion): UE5 allows you to globally slow down or speed up time. This can be done via Blueprints or Sequencer’s Time Dilation Track. The simplest way in Sequencer:
    • Add a Time Dilation Track to your Level Sequence (Click +Track in Sequencer, you’ll find Time Dilation under “Global” tracks). This track starts at the default value of 1.0 (normal speed)​.
    • At the point you want slow motion to begin, add a keyframe on the Time Dilation track with value 1.0, then move a few frames ahead and add another keyframe with a lower value (e.g., 0.2 for 20% speed). This will “ramp” the time scale down, creating a gradual entry into slow motion. You could also just cut immediately by keyframing an instant drop to 0.2 if you want an immediate bullet-time effect.
    • Later, to return to normal speed, keyframe the value back to 1.0. You can also keyframe above 1 (e.g., 2.0) for a speed-up if ever needed.
    • With time dilation, all actors and particles in the scene will slow down, giving that true slow-mo feel. Audio won’t automatically slow (you’d handle that separately by possibly using a slowed audio track or sound cue).
    • Important: When rendering via Movie Render Queue, make sure to enable “Evaluate Sequencer Substeps” or similar option so that the slow-mo is captured correctly (there was an issue in older versions where time dilation needed special handling to render right).
  • High FPS Capture for Smooth Slow-mo: If you plan to slow down footage in post or via editing, consider rendering the slow scenes at a higher frame rate (e.g., 60 or 120 fps) using Movie Render Queue, then playing back at 30fps. However, using UE5’s built-in time dilation as above is often easier and keeps everything in sync.
  • Slow Motion Animations: If you don’t want to slow the entire world, you can manually slow certain animations. For example, if a character’s death animation should be slow, you could bake a slow version of it or adjust the Play Rate of an animation track in Sequencer (set play rate < 1.0 to slow it). But using global time dilation is usually simpler for a broad slow-mo moment.
  • Cinematic Camera Movement (Slow Cinematic Moves): Not all cinematic movement is slow-mo of action; sometimes it’s about how the camera moves:
    • Use ease in/out on camera keyframes to create slow, drifting camera moves that feel weighty. For instance, a slow dolly forward towards a character can add drama. By spacing keyframes far apart, the camera will move slowly. You can also adjust the keyframe tangents for very smooth, gradual movement (e.g., set both tangents to auto or use very slight curves for continuous slow movement).
    • Slow-motion tracking shots: If your game has a high-speed action (like a car), you might record it at normal speed but use a slow-moving camera to emphasize motion (with blur). Alternatively, actually slow the car via time dilation and do a tracking shot in slow-mo.
  • Physics-Based Slow Motion: If you have physics (like ragdolls or destructibles) that you want to showcase in slow-mo, using global time dilation is effective because it will naturally slow physics simulation as well. A chaotic explosion shown at 10% speed can let the viewer see debris flying in detail.
  • Motion Blur: Enable motion blur in your Post Process (it’s usually on by default). When you do slow pans or if objects move fast (even if slowed down), a touch of motion blur adds to the cinematic feel. In slow-mo, motion blur will be less (since things are moving slower) – if you want a stylized effect, you could temporarily increase motion blur amount for the slow-mo shot to exaggerate trailing visuals, but use this carefully.
  • Speed Ramping: A trailer might shift speeds within one shot (speed ramping). For example, you could start a shot in slow motion and then ramp up to normal speed for the climax. To do this, animate the Time Dilation track value from <1 back to 1 within the same shot as described. This gives a “ramp-up” effect, much like high-end editing tools do with time-remapping.
  • Avoiding Jarring Animation Issues: When you slow time globally, characters animated by Sequencer or Blueprint should generally follow fine. If you notice any animation that doesn’t slow (like a particle system might not respect global time dilation if not set to), check the asset settings. Niagara systems by default do get time-dilated, but ensure any game logic isn’t forcing things to update per real time. Typically for a trailer, you won’t run complex game logic, just the sequencer, so it should be okay.

Using slow motion sparingly in a trailer can really highlight “money shots” – think of the classic moment of a hero leaping through the air with explosions behind them, all in slow-mo. It gives the audience time to savor the visual. UE5’s time dilation feature makes this straightforward, letting you warp the cinematic time of your sequence as needed​. Just be sure to plan for it in your storyboard (identify where slow-mo will occur) so that you film enough frames and the action is clear when slowed.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

How do I add VFX and particle effects to my trailer in UE5?

Visual effects (VFX) like explosions, smoke, fire, energy blasts, etc., can greatly enhance the excitement and visual appeal of your trailer. In Unreal Engine 5, these are typically handled by the Niagara particle system (or the older Cascade for legacy projects). Here’s how to incorporate VFX into your trailer:

  • Place Niagara Systems in the Level: First, add the particle systems you want to the level. If you have a Niagara effect (for example, an explosion system asset), drag and drop it from the Content Browser into your scene at the desired location. For instance, if you want an explosion when a building collapses, place the Niagara emitter at that spot. By default, many Niagara systems will auto-activate on begin play (or even on spawn).
  • Disable Auto-Activate (if needed): You likely want precise control over when the effect plays. Select the placed Niagara actor and in its Details panel, uncheck Auto Activate​. This prevents it from playing as soon as the level starts. We will trigger it via Sequencer at the right time.
  • Add Niagara to Sequencer: In Sequencer, click +Track and choose the Niagara actor (or drag it from Outliner into Sequencer). This will add a track for that particle system.
  • Use the Niagara “Component Toggle” Track: Once the Niagara system is in Sequencer, expand its tracks. You should see something like a NiagaraComponent0 track under it. Add an “FX System Toggle” track (sometimes just called Toggle track) for that component​. This track is used to Activate or Deactivate the particle system at specified times.
  • Trigger the Effect at the Right Time: Move the Sequencer playhead to the moment you want the effect to start (say 10 seconds). On the FX System Toggle track, from the dropdown select Activate and add a keyframe (Sequencer will often let you just click a button to create an activate key)​. This keyframe means “activate (play) the particle system at this time.” The Niagara system will run from that point forward.
  • Deactivate if Necessary: If the effect should stop or if it’s a looping effect, you can later add a Deactivate keyframe. For a one-shot explosion that naturally dissipates, you might not need to deactivate (it’ll play once). But for something like a looping fire or smoke, you can deactivate it at a chosen time by keyframing a Deactivate toggle​. Continuous effects can be handled by Activate at start, Deactivate at end of desired duration.
  • Alternate Method – Particle Trigger Events: There is also a Sequencer event track approach or triggering via Blueprint (like calling a function that spawns an emitter at a time). However, using the Toggle track as above is straightforward and keeps everything in Sequencer timeline.
  • Ensure Particle Timing and Look: Scrub through the sequence around the activation to see that the particle plays correctly. Sometimes you might need the effect to “pre-run” slightly so it’s at peak when visible (for example, if you cut into a shot already mid-explosion). One trick is to place the Activate a bit earlier than the camera cut, or use Niagara’s ability to seek in time (Niagara has an option for how to handle sequencer jumps – you can set it to simulate forward).
  • Spawnable vs Placed: For organizational purposes, you could also add Niagara systems as spawnables in Sequencer (meaning Sequencer creates and destroys them). This is done by adding the system via Sequencer’s + Create Niagara track. Spawnables will only exist when the sequence plays. For a trailer it’s often okay to just have them placed in level and toggle, but spawnables ensure no unwanted particles outside sequence play range.
  • Simulating Physics or Destruction: If your VFX involves physics (like a destructible building falling apart), you might record that with Take Recorder or trigger it with events. For example, you could use an event track to trigger a Blueprint that applies a radial force causing destruction, combined with particle dust. This can get complex, so often simpler is better: if you have a pre-baked destruction animation or are okay with a canned explosion effect, stick to that.
  • Post-FX Consideration: VFX can be enhanced by lighting and post processing:
    • An explosion will light up its surroundings – if using Lumen, the emissive fireball material will cast light automatically. You can also add a brief point light with a fade-out for extra light flash.
    • Particle motion blur: fast-moving particles (sparks, debris) will naturally blur if motion blur is on, adding realism.
    • If needed, you can add camera shake or a slight camera knock when big explosions happen to make it feel impactful.
  • Preview in Real-time: Play the sequence in editor and ensure the VFX looks as expected. Niagara effects playing in Sequencer should mirror in-game behavior. If an effect isn’t showing, double-check that your toggles are set correctly or that Auto Activate wasn’t left on (which might make it start too early and finish before the camera gets to it).

By controlling VFX with Sequencer, you integrate spectacular effects into your trailer with perfect timing. Want debris flying when a boss slams the ground? Trigger a dust particle system and some rock particle Niagara at that exact frame. The end result is a trailer where visuals like explosions and magic happen exactly when and where you want, amplifying the excitement and polish of your presentation.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

Can I record gameplay and use it in my UE5 trailer?

Yes, you can absolutely incorporate actual gameplay footage into your Unreal Engine 5 trailer. There are two primary ways to do this: record gameplay as video or record gameplay as a sequence within Unreal. UE5 provides tools for both approaches.

  • Method 1: Record Gameplay as a Cinematic (Take Recorder): Unreal has a feature called Take Recorder which works with Sequencer to capture gameplay actions and convert them into assets that can be edited.
    • Open Take Recorder (Window > Cinematics > Take Recorder). This tool allows you to capture actors during gameplay. For example, you could possess your player character and perform some moves or traversal while Take Recorder is recording.
    • Set up the Take Recorder to record the player pawn and any other relevant actors (you add them as sources in Take Recorder).
    • Hit record and then play out the gameplay segment (either in PIE or simulate).
    • The result will be a new Level Sequence that has recorded the movements/animations of those actors.
    • You can then drop this recorded sequence into your main trailer sequence or use it as a subsequence. Essentially, you have “acted out” a gameplay moment and now have it as cinematic data.
    • This is useful if you want a very specific gameplay action (like a complex fight scene) to be replicated reliably for the trailer. It’s also all in-engine, meaning you can use Sequencer to set up cameras to film that recorded gameplay from any angle after the fact.
  • Method 2: Capture Gameplay Footage Externally: Alternatively, you might simply record gameplay as video (using a tool like OBS, Nvidia ShadowPlay, or Unreal’s built-in Gameplay Media Recorder) and then include that footage in your final edit.
    • If you go this route, typically you’d render the cinematic parts from Sequencer as video files, then in video editing software, intercut them with the captured gameplay video. This is more of a traditional approach (similar to how one might capture console gameplay and then edit with pre-rendered cinematics).
    • However, doing this external to Unreal means you don’t have the benefit of Sequencer’s timeline for those gameplay parts – you’re basically editing offline.
    • One downside: ensuring visual consistency. Real-time captured gameplay might have HUD elements or performance hitches unless carefully set up (you might want to disable HUD and set the game to a cinematic quality mode when capturing).
  • In-Engine Blending of Gameplay and Cinematic: You can also combine approaches. For example, maybe you recorded a cool gameplay moment with Take Recorder and have it in Sequencer. You can then treat that like any other sequence shot, adding cameras and cuts. This way all your trailer content (gameplay or not) is being handled inside Sequencer, which keeps things organized and synced with music.
  • Using Gameplay Perspective vs. Cinematic Cameras: Decide if you want the gameplay shown from the player’s POV/UI (to demonstrate the actual game) or from cinematic angles. Many trailers mix this – e.g., show a few seconds of actual gameplay HUD and third-person view to prove “this is actual gameplay,” then cut to cinematic cam of the same action for dramatic effect. If you record via Take Recorder, you can detach the camera and show the action from any angle, which is more like a replay system. If you want to show the actual gameplay view, then capturing video live might be easier.
  • Match Aesthetics: If you include pure gameplay segments, try to ensure the resolution and graphics settings match your cinematic renders. If your Sequencer shots are captured at 4K with high scalability, try to capture gameplay similarly (even if the game doesn’t run at full speed, you can use Movie Render Queue in a gameplay context via a scripted playthrough to get high quality frames). It breaks immersion if the cinematic parts look much better than the gameplay parts; although some disparity is expected, you want the transitions to not be jarring.
  • Triggering gameplay events in Sequencer: Another advanced tactic is using Sequencer to simulate gameplay events. For example, instead of actually recording yourself playing, you could possess the character through blueprint or Sequencer and have AI enemies perform in a controlled way. This is complex, but sometimes used to get a “gameplay-like” sequence entirely within a cutscene. Most users will find recording actual gameplay easier.
  • Editing Together: If you do external recording, plan how you’ll edit it together with the cinematic content. Typically, you’d do that in a video editor after exporting everything. If you manage to do everything within Sequencer (by recording gameplay into it), you can then just render one big sequence that already has both types of shots edited together. This latter approach is powerful – Unreal’s tools essentially let you direct gameplay like a movie. In fact, Sequencer + Take Recorder are designed so you can capture gameplay footage and produce multiple takes that you can swap between​, just like filmmaking.

In summary, yes, you can use gameplay in your trailer. The best workflow for mixing cinematic and gameplay footage (detailed next) often involves capturing the gameplay via Take Recorder or similar, so that you maintain flexibility in camera angles and timing​. The result is a trailer that shows off actual game scenes, but with the cinematic polish of controlled camera work and editing.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

What’s the best workflow for mixing cinematic and gameplay footage in UE5?

Mixing cinematic (pre-arranged) footage with raw gameplay footage is common in game trailers, especially for “game reveal” style trailers that want to prove the game is real while still wowing the audience. Here’s a recommended workflow to seamlessly blend the two in Unreal Engine 5:

  1. Plan When to Show Gameplay vs. Cinematic: Use your storyboard to decide which scenes will be shown from a player’s perspective (or with UI) and which will be purely cinematic. A typical formula is: start with some cinematic montage for excitement, then perhaps show a snippet of actual gameplay interface (to assure players of the genre/look), then go back to cinematic angles. Knowing this helps determine capture needs.
  2. Capture Gameplay Segments: Identify the gameplay segments you want to highlight (combat, driving, exploration, etc.). Use the actual game to capture these:
    • If your game is playable in editor, you can PIE and record using Take Recorder (so you have those movements in Sequencer).
    • Alternatively, play a standalone version and record using screen capture software for later editing.
    • Keep these segments short and impactful (a trailer might only show 2-3 seconds of continuous gameplay at a time before cutting).
  3. Re-import or Re-create in Sequencer: If you recorded externally, you will handle merging in a video editor later. If you used Take Recorder, now you have those sequences in Unreal. For example, you recorded a 5-second gameplay where the player does a sword attack. You can open that recorded Level Sequence and treat it as a sub-sequence or copy its keyframes into your main trailer sequence.
    • Using sub-sequences: In your master trailer Level Sequence, add a Subscene Track (or simply drag the recorded sequence asset into Sequencer timeline). This places the whole gameplay recording as a section. You can still add a Camera Cuts track over it to film it from any angle, or if you want the exact gameplay perspective, you might have recorded that via the player camera.
  4. Match Camera Transitions: When cutting between cinematic and gameplay shots, try to match the action or framing to make it feel cohesive. For instance, if you cut from a cinematic close-up of the protagonist to a gameplay segment, maybe start the gameplay segment with the character in a similar pose or at the tail end of that action. This continuity trick makes the blend less jarring.
    • Another trick is to use a cut on action: e.g., in cinematic view an enemy swings at the camera, then you cut to gameplay view of the player being hit by that enemy. The continuous motion distracts the eye from the perspective shift.
    • You can also use a brief fade or motion blur during the transition to hide differences.
  5. Hide UI if Not Desired: Decide if you want HUD elements in your trailer. Many “gameplay” shots in trailers actually hide the UI to look cleaner (unless the UI is a selling point). If you want to hide UI, you can disable the HUD via console command (ShowHUD 0 or a game setting) when capturing gameplay.
  6. Consistent Visual Settings: Ensure that the game footage is captured with the same graphics settings as your cinematic content. For example, if your cinematic scenes use high-quality ray tracing or higher resolution, try to capture gameplay similarly. You might need to play in slow motion and use Movie Render Queue to get high quality frames of gameplay due to performance. In UE5, you could even simulate gameplay events via Sequencer entirely at high quality (like a fake HUD overlay added later), though that’s advanced.
  7. Combine in Editing (if external): If you have rendered your cinematic parts as video and separately recorded gameplay video, you’ll do the mixing in a video editor. Import both, cut them according to your plan, and add any needed transitions. Pay attention to audio continuity (maybe the music spans over both; you don’t want it to skip a beat when switching footage types).
  8. In-Engine Edit (if internal): If all parts (gameplay and cinematic) are in Sequencer, then your timeline in Unreal is essentially your final edit. You can then just render the whole sequence out with Movie Render Queue and you’re done. This approach ensures perfect sync with your trailer music and allows fine tuning entirely in one tool.
  9. Maintain Narrative Flow: Make sure the inclusion of gameplay footage still supports a narrative or logical flow. The viewer should not feel like they’re suddenly watching unrelated gameplay. You can use voice-over or a quick text to contextualize (“In-game footage” or a narrator line) if needed, but often just clever cutting is enough.

Example Workflow: Suppose you have a fantasy game. You might start with a cinematic montage (hero walking, an enemy appears). Then cut to 3 seconds of actual gameplay combat UI where the player (hero) is fighting that enemy (this was captured during a play session).

Then, as the hero triggers a special attack in gameplay, you cut to a cinematic slow-mo close-up of that attack (perhaps you recreated this via Sequencer for dramatic effect). The hero wins – now cut back to a bit more gameplay of exploration – then final cinematic shot of a boss reveal. This way, the audience sees both the dramatic interpretation of events and the actual gameplay, and because you’ve mixed them thoughtfully, it feels like one continuous experience.

In UE5, the best practice is using Sequencer as much as possible – even for gameplay segments – because it keeps everything editable and high quality. The Take Recorder + Sequencer combo essentially allows you to direct gameplay as part of your trailer, which is a powerful workflow unique to engines like Unreal​ By mastering this, your trailer will smoothly mix gameplay and cinematic footage, keeping viewers engaged and informed.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

Can I use Metahuman characters in Unreal Engine 5 trailers?

Yes, you can use MetaHuman characters in your UE5 trailer – in fact, MetaHumans are an excellent choice for high-fidelity cinematic characters. MetaHumans are premade, highly detailed human character assets provided by Epic Games, and they are fully rigged for animation (body and face). Here’s how and why to use them:

  • Accessing MetaHumans: Use the Quixel Bridge (either standalone or integrated into Unreal – in UE5, Bridge is in the Content menu) to download MetaHumans. You can choose from a variety of presets or ones you’ve created in the MetaHuman Creator. Once downloaded, click Add and they will be imported into your project​.
  • Adding to Scene: MetaHumans come as a Blueprint (often named BP_Name). Drag the MetaHuman BP into your level where you want the character. They come with a bunch of components (skeletal mesh, control rig, groom (hair) components, etc.). Don’t be alarmed by the complexity; they are designed to work out of the box.
  • Animating MetaHumans: You can animate them like any skeletal mesh character:
    • Use existing animations (MetaHumans are rigged to the same skeleton mannequin, so you can retarget standard animations to them).
    • Use Control Rig in Sequencer for custom animation – UE5 provides MetaHuman control rigs that let you set poses and keyframe the character inside Sequencer.
    • For body movements, you might use the control rig or simply drop in animation clips on the MetaHuman’s track in Sequencer.
    • For facial animation and lip sync, MetaHumans shine (we’ll cover lip sync next). They have a sophisticated facial rig with numerous blendshapes.
  • Quality and Customization: MetaHumans are very realistic – they have high-quality skin shaders, realistic eye materials, and groom hair for strands. This realism will elevate the look of your trailer if used for main characters or NPCs. You can customize their clothing and appearance in MetaHuman Creator or swap materials in Unreal (e.g., change hair color or skin roughness).
  • Performance Consideration: They are heavyweight assets (with 8K textures, etc.), but for a trailer that’s fine. Just be patient when rendering and perhaps use LOD 0 (highest detail) for close-ups. By default, they auto-LOD based on camera distance; you can force LOD 0 in details if you want maximum detail all the time.
  • Multiple MetaHumans: You can have more than one in a scene (like an interaction). Just note that each is resource intensive, but since you’re focusing on output, not real-time performance, that’s manageable.
  • Why Use MetaHumans for Trailers: If your game doesn’t have its own high-detail characters, MetaHumans can be stand-ins for cinematics or for a concept trailer. They add instant realism. Even if your game art style is different, some indie developers use MetaHumans to create a cinematic “story trailer” and clarify later that actual gameplay uses different models. If you want to show the actual in-game character, only use MetaHumans if your game uses them or similar quality models. Consistency is key, but many trailers have separate cinematic models.
  • Integration with Sequencer: Once a MetaHuman is in Sequencer (added as an actor track), you can animate all parts of them. For example, you can keyframe their Facial Control Rig by adding the Control Rig track – giving you dozens of facial controls (eyes, brows, mouth, etc.) to pose expressions per frame if you want. Or use Live Link to drive their face with an iPhone or face capture for natural performance.
  • MetaHuman and Lighting: These characters respond realistically to lights (skin has subsurface scattering, eyes have caustics). Test your lighting on them – e.g., a nice eye light can bring their face to life. You might need to adjust exposure when focusing close on a face vs a wide shot because the skin shader can be bright under intense light.

In summary, MetaHumans can definitely be used in UE5 trailers. They are essentially high-end digital actors you can drop into your scene​. Many creators use them for story-driven trailers or even prototype cutscenes. Just import via Bridge, add to Sequencer, and animate as needed. With a MetaHuman, your trailer can show detailed character emotions and dialogue that resonate with viewers, without you having to create a realistic human model from scratch.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

How do I make a trailer with dialogue and lip sync in UE5?

Including dialogue in your trailer – such as a character speaking lines or a voice-over synchronized to a character’s mouth movements – requires lip syncing your character’s animation to the audio. In UE5, this is quite feasible, especially using MetaHumans or other characters with facial rigs. Here’s how to do it:

  • Prepare Your Dialogue Audio: Record or obtain the voice lines you want in the trailer. Ideally, have them as individual audio files for each line or section. Ensure the audio quality is good and the timing/pacing is how you want it in the trailer.
  • Add Audio to Sequencer: Import the dialogue audio file into Unreal (as a Sound Wave). In Sequencer, add an Audio Track at the timeline position where the character should speak. Place the dialogue sound on this track at the right moment. You will see the waveform, which is helpful for timing the lip sync.
  • Facial Animation Options: There are a few ways to animate a character’s face to lip sync:
    1. Manual Keyframing: Using Control Rig or morph targets – set keyframes for jaw movement, lip shapes (visemes), etc., by hand. This can be time-consuming as you’d sync by ear/eye, and is generally not preferred unless it’s a very short line or you’re experienced.
    2. Live Performance Capture: If you have an iPhone (with Face ID) or similar device, you can use the Live Link Face app to capture your facial performance while saying the line, driving the MetaHuman’s face in real time. This can yield natural-looking results quickly. You record the performance either via Take Recorder or live into Sequencer.
    3. Automated Lipsync (New in UE5.5): Epic has introduced tools to generate lip sync from an audio file. The MetaHuman plugin (in UE 5.5+) can take a dialogue WAV and automatically animate the MetaHuman’s face to match the speech. This is a cutting-edge feature that uses audio analysis to create plausible lip sync animation. If available, this can save enormous time – you’d basically select the MetaHuman, use the plugin to process the audio, and it will keyframe the facial rig for you.
    4. Third-Party Lipsync Tools: There are also plugins and tools (like Oculus OVR Lip Sync, FaceFX, or Daz mimic, etc.) that can generate viseme curves from audio for characters with morph targets. Some are free, some paid. For MetaHumans, the official plugin or Live Link is usually easiest.
  • Using the MetaHuman Lipsync Feature: Assuming you have UE 5.5 or above and the MetaHuman facial animation features:
    • Enable the MetaHuman ML Deformer or lipsync plugin in Edit > Plugins if needed.
    • In Sequencer, make sure your MetaHuman’s Face component or Control Rig is trackable.
    • There might be a new feature in the MetaHuman panel to input an audio and get an animation asset or control rig keyframes. (As of writing, at Unreal Fest 2024 they demoed generating lip sync from audio, so check latest documentation for the exact workflow).
    • After running it, you should see the character’s mouth/jaw and facial features move along with the dialogue.
  • Fine-Tune Expressions: Lip sync isn’t just mouth movement; to look convincing, add emotion:
    • Animate eyebrows, eyes, and head movement to match the tone of the speech. A sad line might have slower blinks and downward glances; an angry shout might involve furrowed brows and a head shake.
    • Use Sequencer to keyframe these on top of the base lip sync. MetaHumans have a facial board (if using Control Rig, you see dozens of controls like mouth open, smile, frown, etc.). You can layer on a smile or a frown shape during the line to convey emotion.
  • Playback and Adjust Timing: Play the sequence and watch the character’s face while listening to the audio. Do the lip movements align with the sound? Tweak the timing of keyframes if some mouth shapes are lagging or coming too early. The waveform on the audio track can guide you (for instance, a big spike might be a plosive sound you want the mouth open on).
  • Consider Cutaway Shots: If doing lip sync proves tricky, a trailer trick is to not always show the speaker’s face continuously. You can use cutaways or dramatic camera angles (e.g., show the speaker’s profile or a shadowed silhouette) during some lines to hide any minor lip sync imperfections. Then cut to a close-up on a particularly well-synced or important word or two. This way the audience “hears” the full speech but only sees the mouth clearly for part of it, making the illusion easier to maintain.
  • Voice-Over without Character On-Screen: If the dialogue is a narrator or a character who isn’t visible, you obviously don’t need lip sync – just place the audio track appropriately and possibly show other imagery. But if you do show a character talking, even if off-screen, try to have some corresponding animation (like gestures or nods) for realism.
  • Test with Others: Lip sync is something our eyes are very attuned to. If possible, have someone else watch the scene to see if they notice anything off with the speech animation. Sometimes swapping a phoneme shape (like showing teeth on an “F” sound) can make a difference in believability.

Creating a trailer with dialogue is challenging but rewarding – it adds narrative weight. Thanks to MetaHumans and UE5’s evolving tools, you can achieve realistic lip sync without needing a team of animators. The new audio-driven MetaHuman lip sync feature essentially allows you to animate Metahumans using just an audio file, greatly simplifying the process​. Use those tools, refine manually as needed, and your character will speak convincingly in your trailer.

Yelzkizi pixelhair realistic female 3d character 4 braids knot 4c afro bun hair in blender using blender hair particle system
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

How do I use PixelHair for realistic hair in my UE5 trailer character?

PixelHair is a solution for getting highly realistic 3D hair into Blender and Unreal Engine, often used in conjunction with MetaHumans or custom characters. If your trailer character’s default hair isn’t sufficient or you want a specific hairstyle, PixelHair assets can provide detailed strand-based hair that looks great in cinematics. Here’s how to use PixelHair for a UE5 trailer:

  • What is PixelHair? PixelHair is essentially a collection of premade hairstyle assets created in Blender’s hair particle system. They come with a modeled hair cap and particle hair strands. The hair is designed to be exported to Unreal as a Groom (which is Unreal’s system for strand-based hair). PixelHair offers many styles (braids, afros, etc.) with realistic strand detail​. These hair assets are versatile and can be fitted onto different characters by using a shrink-wrap technique in Blender or scaling in UE.
  • Obtain a PixelHair Asset: You can purchase or download PixelHair hairstyles from the Blender Market or the creator’s site. Once you have the PixelHair Blender file, you’ll typically use Blender to prepare it for export. (Often PixelHair comes with documentation for export.)
  • Export from Blender to Unreal (Alembic Groom): Unreal Engine uses Alembic (.abc) files for importing groom (strand) hair. In Blender:
    • Open the PixelHair file. You should see the hair cap and hair particle system.
    • Make sure the hair is converted to curves or otherwise ready for export (some PixelHair might provide an Alembic directly).
    • Use Blender’s Alembic export and export the hair as curves (there are options for exporting hair particle systems as curves in Alembic). Ensure you export with Apply Modifiers so that the shrink-wrap is applied.
    • You’ll get a .abc file that contains the hair strands.
  • Enable Groom Plugins in UE5: In Unreal, enable the Alembic Groom Importer and Groom plugins (if not already – in UE5 these should be on by default, but check Plugins menu). Restart the editor if you had to enable them.
  • Import the Hair Groom: Import the .abc file into Unreal. The Groom Import dialog will appear. You can usually accept default settings or adjust if needed. After import, you’ll get a Groom Asset and a Skeletal Mesh (binding) asset possibly.
    • You might need a target skeletal mesh to bind the groom to (for MetaHuman, you bind to the MetaHuman head mesh). Unreal might prompt to create a Groom Binding asset – which associates the groom with a skeleton (to move with it).
  • Attach to Character: There are two ways to attach the imported PixelHair groom to your character:
    1. Via Groom Component: Add a Groom Component to your character’s Blueprint (or directly in level attach to head). Set the Groom asset to your imported hair. Then assign a Groom Binding asset that ties it to the head bone of the skeleton (this likely was created on import if you targeted the right skeletal mesh). This method ensures the hair moves with the character’s animations.
    2. Via Groom Actor: You can also drag the Groom asset into the level which creates a Groom actor. Attach that actor to the character’s head socket (e.g., in Sequencer or via socket attachment). The Groom Binding approach is more straightforward for a character that is already rigged.
  • Apply Hair Material: PixelHair might come with a hair material or you can use Unreal’s default strand hair material. Assign a hair shader to the groom asset (in the Groom asset editor, you specify the hair material). PixelHair uses realistic strand data, so use the Hair shading model for the material. You might have texture for color (if provided) or just color the hair via material settings.
  • Adjust Hair Appearance: Once in UE5, you can adjust things like strand thickness, density (in Groom asset or via Niagara if using simulation). For cinematic close-ups, you might increase hair strand count or enable Hair simulation for gentle movement. Be mindful of performance; for trailers, you can push quality (within reason of memory).
  • Lighting the Hair: The PixelHair groom will respond to lights. Make sure your character’s hair cast shadows is on if you want realistic shading (and that Virtual Shadow Maps handle it, which they do for groom in UE5). Under certain lighting, you may need to tweak the hair material’s roughness or highlight color to avoid a flat look. Test the hair under your actual scene lighting.
  • Benefits of PixelHair: Compared to stock MetaHuman hair (which is also strand-based but sometimes limited in styles), PixelHair offers more styles and potentially higher realism for certain types (like complex braids or afros). It’s highly customizable – since it’s basically a Blender hair, you could go back to Blender to comb it differently or cut it. And you can reuse it on any characters by adjusting the fit.
  • Trailer Usage: If your trailer has close-ups of a character’s head, realistic hair adds a lot of production value. Imagine a wind blowing through the hero’s hair during a slow-mo moment – with strand hair and physics, that becomes a stunning visual. PixelHair integrated with UE5’s groom system makes that possible. It can be used with MetaHumans easily (just hide the MetaHuman’s default hair and attach the new groom; MetaHuman skeleton already supports hair binding).

To summarize, to use PixelHair in your UE5 trailer:

  1. Export the PixelHair from Blender as Alembic.
  2. Import as a Groom in Unreal, binding it to your character’s head.
  3. Attach it and apply a hair material.
  4. Animate your character as usual – the hair will follow and can even simulate for realism.

By doing this, you’ll give your trailer character a realistic hairstyle with strands, elevating the overall visual fidelity​. It’s a bit of setup, but the results (smooth, flowing, authentic hair) are well worth it for cinematic shots.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

What are common mistakes to avoid when creating a UE5 trailer?

When putting together a trailer in Unreal Engine 5, creators (especially those new to cinematic workflows) can run into some pitfalls. Here are common mistakes and how to avoid them:

  • Lack of Planning: Skipping the storyboard or planning phase is a big mistake. Without a clear plan, you may waste time capturing scenes that don’t fit or have to constantly re-edit. Always outline your trailer narrative and key shots first. This prevents a disjointed final product.
  • Overly Long and Pacing Issues: It’s easy to make the trailer too long or too slow-paced because you’re attached to all the cool shots you made. Remember that a trailer should usually be short and punchy (often 1-2 minutes at most, sometimes even 30-60 seconds for indie games). Avoid lingering too long on one shot. Keep the pace engaging – if internal review shows a segment dragging, cut it shorter. It’s better to leave the audience wanting more than bored.
  • Inconsistent Visual Quality: Mixing very high-quality cinematic scenes with noticeably lower-quality gameplay segments can be jarring. This mistake often happens if the game’s graphics are far simpler than the cinematic renders. Try to minimize the gap by capturing gameplay at the best quality possible. Also, use transitions wisely. For example, don’t cut from a beautifully post-processed cutscene to a raw low-res gameplay clip; perhaps introduce the gameplay gently (a fade or a camera angle that’s similar) to ease the viewer in. If the styles are drastically different (say, a realistic cinematic vs pixel-art gameplay), consider framing the gameplay section (like show it as if on a screen or with some border) to signal the stylistic change intentionally.
  • Neglecting Engine Settings for Cinematics: A technical mistake is not utilizing engine features for quality. For instance, forgetting to enable Anti-Aliasing or high-resolution rendering in Movie Render Queue can lead to a choppy or jagged trailer. Always bump up temporal samples, resolution, and turn off unwanted game effects (like aggressive motion blur or depth of field if it’s too much) before final render. Test-render a short segment to verify quality.
  • Poor Audio Mixing: Don’t overlook audio. A common oversight is having music too loud, too soft, or sound effects (including dialogue) not balanced. Ensure that if characters speak, their dialogue is clear and not drowned out by music. Conversely, avoid having dead silence (unless intentional for effect). Trailers typically have continuous sound – if music pauses, maybe environmental sound or a heartbeat or something steps in. Do a sound pass where you listen to just the audio of the trailer. Audio issues can make even great visuals fall flat.
  • Cutting Too Fast (or Too Slow): Trailer editing is an art. Beginners might either cut so rapidly that nothing is coherent (viewers can’t tell what they saw), or hold shots so long it loses excitement. Watch trailers of similar games or films for a sense of timing. It’s often good to vary the rhythm: e.g., a couple of quick cuts, then one slightly longer money shot, then quick cuts, etc. Avoid a monotonous sequence of same-length shots.
  • Overloading with Information: Trying to show every feature or scene from the game is a mistake. A trailer isn’t a full gameplay demo; it’s a tease. Focus on a few memorable aspects rather than cramming in dozens of small things. Too much different content can overwhelm and confuse viewers. It’s better they remember 2-3 awesome moments than see 10 things and recall none clearly.
  • Glitches and Unreal Artifacts: Ensure nothing unintended is visible:
    • Hide the editor UI/HUD (use a cinematic viewport or render to video).
    • Make sure particles don’t pop or glitch (sometimes particles can restart oddly on cuts – use warm-up time or trigger them correctly).
    • Avoid animation foot sliding or intersections that break immersion (if an animation isn’t perfect, hide the feet or cut camera before it’s noticeable).
    • Watch out for LOD pops in geometry when camera moves (for final render, you might force high LOD on important objects).
  • Last-Minute Engine Updates: Don’t update Unreal Engine or major plugins mid-project unless necessary. A new engine version could change lighting or sequencer behaviors slightly – which might require re-tweaking. Stick to a stable setup while finishing the trailer to avoid surprises.
  • Not Using Cinematic Tools Efficiently: Some newcomers will manually try to trigger gameplay events live while “recording” with OBS, instead of using Sequencer to automate and refine. This can result in suboptimal shots and a lot of frustration. Embrace the cinematic tools (Sequencer tracks, Take Recorder, etc.) to get precise results rather than trying to capture everything in one take like a live streamer. The mistake is thinking a trailer has to be captured in one go – instead, build it piece by piece.
  • Ignoring Feedback: After working on a trailer for a long time, you might be desensitized to its impact. A mistake is not showing it to a fresh audience (friends, testers) before release. They might point out confusing parts or suggest cuts that greatly improve pacing. Always get some feedback and be ready to trim or rearrange scenes for the greater good, even if you love a certain shot.

By being mindful of these common mistakes, you can refine your trailer creation process. Essentially, plan thoroughly, keep quality consistent, pay attention to audio-visual details, and edit with a critical eye. This will help you avoid pitfalls and end up with a professional-looking trailer that truly showcases your project in the best light.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

Where can I find templates or examples for trailers in Unreal Engine 5?

Finding good reference material or starting points can accelerate your trailer creation process. While there aren’t “trailer templates” in the same way there are game templates, there are plenty of resources and examples to learn from:

  • Official Unreal Engine Cinematic Examples: Epic Games provides sample projects and learning resources focusing on Sequencer and cinematics. Check the Learning tab of the Epic Games Launcher or the Unreal Engine marketplace for free example projects. For instance, Epic released the “Sequencer Tutorial” project and others demonstrating cinematic sequences. These projects show how shots are set up in Sequencer, complete with cameras, cuts, and animations.
  • Unreal Engine Documentation and Tutorials: The official docs have a section on Cinematics with step-by-step guides. The Cinematic Workflow Guides and Examples in the docs provide tutorials on multi-camera setup, character animation in Sequencer, etc., which are essentially mini-templates on how to do specific things​. Follow these to build your skills. They may not be full trailers, but they demonstrate pieces (like how to animate a camera or trigger an event) that you can reuse in your own project.
  • Community Projects on Marketplace: Sometimes community members upload cinematic demonstration projects (free or paid) on the Marketplace. Search the Marketplace for “Cinematic” or “Trailer”. For example, there might be a Cinematic Camera pack or an Action Sequence pack where you can see how someone set up an action scene.
  • 80 Level and Developer Blogs: Websites like 80.lv often feature interviews or breakdowns from artists who created cinematics or trailers in UE5. These articles can serve as templates in a conceptual sense – they walk through how a project was done. For instance, an article might show “Step-by-step cinematic lighting in UE5”​ or how a short film was made in engine. These breakdowns provide valuable insight and techniques which you can mimic.
  • YouTube Tutorials and Template Walkthroughs: Many Unreal Engine content creators on YouTube demonstrate making short cinematics or even trailers. Some create sample trailers for learning (e.g., “Unreal Engine 5 short film tutorial”). Watching these, you might find they often share project files or at least show their Sequencer setup. Channels might offer free downloads of their example projects (check video descriptions).
  • Blender to Unreal Cinematics (if relevant): Blender Foundation’s open movies aren’t in Unreal, but if you’re using Blender for storyboarding or animation and then Unreal for rendering, you might draw inspiration from Blender cinematography guides and then implement in Unreal. Blender’s concepts of camera and cutting are similar to Sequencer’s.
  • Game Jams or Challenges: Occasionally, Unreal Engine community challenges (like the Unreal MegaJam) have a cinematic category, and those entries (which people often post on forums or YouTube) can act as examples of UE5 mini-trailers or cutscenes created under time constraints. They’re great to study because they show what can be done quickly.
  • Forums and Unreal Community: The Unreal Engine forums have sections for cinematics. People might share their work or even provide templates. If you search the forums for “trailer sequence download” or similar, you might find threads where users shared sample sequences or asked for help (which often include screenshots of Sequencer setups).
  • Learning from Existing Trailers: Not a template you can download, but a tip: look at real game trailers made with Unreal (many studios now use Unreal for in-engine trailers). Some developers showcase breakdowns. For example, the team behind a UE5 trailer might share a behind-the-scenes video showing their sequence in-editor. This can give you ideas to emulate.

While you might not find a one-click “make my trailer” template, these resources collectively act as templates and examples. By studying them, you can assemble your own workflow. You’ll see common patterns like how they organize sequences, how they do fades, how they employ camera cuts, etc., which you can replicate.

Epic’s own documentation and example content is a great starting point since it’s vetted and up-to-date for UE5​. Community examples add practical real-world tricks. Don’t hesitate to download a sample cinematic project and tinker with it – move the cameras, change the timing – this hands-on play can teach you more than a static tutorial.

Lastly, remember that every game’s trailer is unique to its content. Use templates as a learning tool, but apply those techniques creatively to showcase what’s special about your project.

How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

FAQ (Frequently Asked Questions)

Here are 10 common questions that often come up when creating a trailer in Unreal Engine 5, along with their answers:

  1. How long does it take to make a trailer in UE5?
    It depends on complexity and experience. A simple 1-minute trailer using mostly gameplay capture could be made in a few days. A highly cinematic trailer with custom animations, VFX, and polish might take several weeks. Plan extra time for iteration, rendering high-quality frames, and fine-tuning audio.
  2. Do I need a super-powerful PC to create and render a UE5 trailer?
    You need a decent PC, but it doesn’t have to run everything in real-time at full quality. UE5’s Movie Render Queue will render frame-by-frame, so even if playback is slow, the output can be smooth. A strong GPU (RTX 30 series or better) and plenty of RAM (32GB+) will help speed up the process and handle high-quality assets (especially with Lumen and Nanite), but even mid-range hardware can do the job if you’re patient with rendering.
  3. Can I use Blueprint or C++ to control trailer sequences?
    Yes. You can use Blueprint scripts or C++ to trigger sequences or events. Unreal offers the Level Sequencer object which can be played via Blueprint (for example, when a level loads). You might not need this for making the trailer video itself, but it’s useful if you want to package the trailer as part of your game or an interactive presentation. For pure video output, you’ll mostly work inside Sequencer manually.
  4. Should I render my trailer as a video or as an image sequence?
    It’s often best to render as an image sequence (PNG or EXR frames) using Movie Render Queue, then compile those into a video in editing software. Image sequences avoid any single-frame encoding glitches, handle crashes (you can resume where left off), and maintain full quality. After rendering, you can use a tool or editor to encode the final video (H.264 or so for distribution). UE5 can directly render to video (like AVI) but image sequences are safer for long renders.
  5. My trailer has black bars (letterboxing) – how do I get rid of those?
    Black bars in the editor viewport might appear if you’re simulating a different aspect ratio. In the rendered output, you control resolution. If you want no black bars, render at a standard 16:9 resolution (like 1920×1080 or 3840×2160). If you intentionally want a cinematic ultrawide look, you can render at a wider aspect or add bars via a letterbox overlay (some use a viewport size like 1920×804 for a 2.39:1 ratio). Just ensure your camera shots are composed for the target aspect ratio.
  6. Can I include subtitles or text in my trailer through UE5?
    Yes, you can. You could use 3D Text Render actors or UI Widget components attached to cameras for captions. However, many people add text (like titles, slogans) in post-production using video editing software or motion graphics tools because it might be easier to animate fancy text effects there. If it’s simple text within the game world (e.g., an in-world sign or a subtitle at bottom), you can definitely do it in Unreal by animating a UMG widget or using Sequencer to toggle visibility of a text render actor.
  7. How can I make sure my trailer doesn’t drop frames or stutter?
    When rendering via Movie Render Queue with the appropriate settings (using enough temporal samples, etc.), the output video will be frame-rate consistent (usually 24fps or 30fps as you set). Even if it took longer to render some frames, the final video will play back smoothly. If you record gameplay live, ensure V-Sync or use high capture fps to avoid tearing. It’s advisable to let Unreal’s renderer handle frame pacing by offline rendering rather than recording the screen in real-time, which could stutter if the engine can’t maintain frame rate.
  8. Do I need to worry about royalties or licenses for using Unreal Engine in a trailer?
    Generally no. Unreal Engine is free to use for production of media content. Epic’s license doesn’t require royalties for linear content (like films or trailers) – royalties only apply to interactive products (games) that earn money. So you can upload your trailer to YouTube or use it for marketing without special permission, as long as you have rights to all content (music, assets, etc.). If you use marketplace assets, check their license (most allow usage in marketing). If you use MetaHumans or Quixel assets, those are free to use in UE projects/trailers. Just avoid using Epic’s trademark without permission (don’t imply the trailer is by Epic if it’s not).
  9. My Sequencer won’t play certain animations or particles when I scrub, what can I do?
    Sequencer can have quirks. If particles aren’t updating when scrubbing, try enabling Allow Frame Blending or cache the simulation (Niagara has a Simulation Cache you can use for reliable behavior in Sequencer​). For animations, ensure Force Play Rate is correct or that the animation track is long enough. Sometimes hitting the play button gives a better preview than scrubbing manually. If an actor isn’t animating, check if it’s possessed by Sequencer (looking for orange outline when sequence is active). Using Play this Section feature can also preview a segment properly. For physics, consider recording them or using the Sequencer physics simulation option.
  10. Is it okay to mix engine footage with externally rendered footage?
    Yes. Some advanced trailers might composite engine renders with elements rendered in other software (e.g., CG elements from Blender or After Effects overlays). Just make sure the styles match reasonably. Unreal can render such high quality that you often don’t need external renders, but if you have pre-rendered cutscenes or want to add 2D animated overlays (like logos, motion graphics), you can blend them in during video editing. Many professional trailers composite various source materials. The key is consistency and careful color grading so everything feels cohesive.
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results
How to create a trailer in unreal engine 5: step-by-step guide for cinematic results

Conclusion

Creating a cinematic trailer in Unreal Engine 5 is a multi-faceted endeavor, combining the art of storytelling with the technical power of a real-time engine. By now, we’ve explored the end-to-end process: from initial concept and storyboarding, through scene setup and cinematic Sequencer animation, all the way to rendering a high-quality final cut. Along the journey, we highlighted best practices like leveraging UE5’s Lumen and Nanite for stunning visuals, using MetaHumans and PixelHair to bring next-level realism to characters, and blending gameplay footage with cinematic shots to paint a compelling picture of your game.

A few key takeaways to remember:

  • Plan Before You Engine: Solidify your trailer’s narrative and key moments with a storyboard or shot list. This creative blueprint will save you time once you dive into Unreal.
  • Use the Tools at Your Disposal: Unreal Engine 5 offers an entire suite of cinematic tools – from Sequencer (your editing timeline) to Take Recorder (capturing gameplay actions) and Control Rig (detailed animation control). Also make use of Pixelhair. These tools are your director’s toolkit; using them effectively will set your trailer apart.
  • Cinematic Techniques Matter: Apply film principles – camera framing, lighting, pacing, and audio design. UE5’s features like Cine Camera depth of field, global illumination, and the Camera Cuts track help you mimic movie production quality. Pair that with thoughtful editing and a fitting music score, and you’ll evoke emotion in your audience.
  • Iterate and Polish: Just like game development, trailers benefit from iteration. Don’t be afraid to revise shots, adjust timing, or tweak lighting and VFX multiple times. Little improvements (like a slight camera shake during an explosion, or a perfectly timed cut on a music beat) can elevate the final product significantly.
  • Test on Fresh Eyes: Always review your trailer with others or after taking a break. Ensure the story reads clearly, the excitement comes through, and there are no distracting technical glitches. Your trailer is often the first impression of your game – it’s worth getting it right.

With the how-to-create-a-trailer in Unreal Engine 5 knowledge from this guide, you’re well-equipped to produce cinematic results. Remember that a trailer is as much an art as it is a technical production. Be bold and creative in how you present your game’s best features, and use UE5’s power to execute that vision.

Sources and Citations

Below are key sources and references that informed the techniques and recommendations in this article, including official Unreal Engine documentation and insights from industry experts:

  • Unreal Engine 5 Documentation – Sequencer and Cinematic Workflow Guides: Provides step-by-step tutorials on using Sequencer, cameras, and more for creating cinematics​dev.epicgames.comdev.epicgames.com.
  • Unreal Engine 5 Documentation – Importing Grooms (Hair & Fur): Explains how to export/import hair grooms (Alembic) and attach them to characters in UE5​dev.epicgames.comdev.epicgames.com. This was used for guidance on PixelHair integration.
  • Unreal Engine 5 Documentation – Time Dilation Track: Details using Sequencer’s time dilation track to create slow-motion effects in a sequence​dev.epicgames.comdev.epicgames.com.
  • Unreal Engine 5 Documentation – Movie Render Queue for High Quality Renders: Outlines best practices for rendering cinematics at high quality (anti-aliasing, console variables for quality)​dev.epicgames.com.
  • Medium Article by Kori DaCosta – “Getting Started with Sequencer and Take Recorder in UE5”: Introduces Sequencer and Take Recorder, emphasizing how to capture gameplay footage and create cinematic sequences​medium.commedium.com.
  • Epic Games Community Tutorial (Nick Jushchyshyn, Unreal Fest 2024) – Animate MetaHuman Using Audio Files: Demonstrates the new UE5.5 MetaHuman plugin feature that generates facial lip sync from just an audio dialog file​forums.unrealengine.com. This underpins the lip sync section, showing the latest workflow for dialogue.
  • 80 Level Article – PixelHair Afro Hairstyle for Blender & UE5: Describes PixelHair’s functionality and how it’s exported to Unreal and used with MetaHumans​blendermarket.comblendermarket.com. Reinforced our coverage on importing and using PixelHair groom assets for realistic hair.
  • 80 Level Article – Cinematic Lighting in UE5 (Rain Yan’s Lighting Studies): An interview/breakdown illustrating advanced lighting workflow in UE5 for atmospheric scenes​80.lv. Informed the lighting section with practical tips (Lumen settings, ACES, etc.).
  • Unreal Engine Forums – Niagara in Sequencer threads: Community solutions on triggering Niagara particle effects via Sequencer (using Activate/Deactivate tracks)​dev.epicgames.comdev.epicgames.com. Helped ensure accurate instructions for VFX timing.
  • Unreal Engine 5 Documentation – Camera Cuts Track: Explanation of using the Camera Cuts track to switch between multiple cameras in Sequencer​dev.epicgames.comdev.epicgames.com, which supported the editing and camera sections of the guide.

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PixelHair ready-made 3D full stubble beard with in Blender using Blender hair particle system
PixelHair Realistic 3d character clean shaved patchy beard in Blender using Blender hair particle system
PixelHair ready-made goatee in Blender using Blender hair particle system
yelzkizi PixelHair Realistic female 3d character Cardi B Bow Tie weave 4c hair in Blender using Blender hair particle system
PixelHair pre-made Drake Braids Fade Taper in Blender using Blender hair particle system
PixelHair pre-made Ken Carson Fade Taper in Blender using Blender hair particle system
PixelHair ready-made Drake full 3D beard in Blender using Blender hair particle system
PixelHair ready-made Snoop Dogg braids hairstyle in Blender using Blender hair particle system
PixelHair Realistic female 3d charactermohawk knots 4c hair in Blender using Blender hair particle system
PixelHair Realistic female 3d character curly bangs afro 4c hair in Blender using Blender hair particle system
PixelHair pre-made Omarion Braided Dreads Fade Taper in Blender using Blender hair particle system
PixelHair ready-made full 3D beard in Blender using Blender hair particle system
PixelHair ready-made iconic Asap Rocky braids 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D  curly mohawk afro  Hairstyle of Odell Beckham Jr in Blender
PixelHair pre-made female 3d character Curly  Mohawk Afro in Blender using Blender hair particle system
PixelHair Realistic Juice 2pac 3d character afro fade taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made Polo G dreads 3D hairstyle in Blender using hair particle system
yelzkizi PixelHair Realistic female 3d character Pigtail dreads 4c big bun hair in Blender using Blender hair particle system
PixelHair ready-made Braids Bun 3D hairstyle in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Khalid Afro Fade  in Blender
yelzkizi PixelHair Realistic female 3d character full dreads 4c hair in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Big Sean Afro Fade in Blender
PixelHair ready-made Omarion full 3D beard in Blender using Blender hair particle system
PixelHair Realistic female 3d character curly afro 4c ponytail bun hair in Blender using Blender hair particle system
PixelHair ready-made pigtail female 3D Dreads hairstyle in Blender with blender hair particle system
PixelHair ready-made Afro fade 3D hairstyle in Blender using Blender hair particle system
PixelHair Realistic 3d character full beard in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of lewis hamilton Braids in Blender
Fade 009
PixelHair ready-made 3D hairstyle of Halle Bailey dreads knots in Blender with hair particle system
PixelHair ready-made full 3D goatee beard in Blender using Blender hair particle system
PixelHair ready-made iconic 21 savage dreads 3D hairstyle in Blender using hair particle system
PixelHair ready-made 3D full beard with magic moustache in Blender using Blender hair particle system
PixelHair ready-made 3D hairstyle of Ski Mask the Slump god Mohawk dreads in Blender
PixelHair Realistic 3d character bob afro  taper 4c hair in Blender using Blender hair particle system
PixelHair ready-made 3D Jason Derulo braids fade hairstyle in Blender using hair particle system
PixelHair pre-made Chris Brown inspired curly afro 3D hairstyle in Blender using Blender hair particle system
yelzkizi PixelHair Realistic female 3d character curly dreads 4c hair in Blender using Blender hair particle system
PixelHair ready-made top bun dreads fade 3D hairstyle in Blender using Blender hair particle system