Level Sequence Preview
Reviewing a solve normally means building a shot: drop a MetaHuman in a level, wire the animation, light it, aim a camera. Turn on Level Sequence export and each job writes that shot for you — framed, lit, and playable in whatever level you happen to have open.
What gets exported
Enable Export Level Sequence in Global Settings and every job adds a Level Sequence to its outputs, beside the Performance and AnimSequence. Three things make it reviewable on its own:
Face binding for audio jobs
The engine binds a face to an exported Level Sequence only for stereo takes, so an audio cinematic would otherwise play dialogue over an empty frame. The plugin binds one itself, in order of preference:
- A MetaHuman actor Blueprint you nominate in settings — the better target, because the engine spawns it and bakes an editable Face Control Rig into the sequence.
- A face mesh, bound to a plain animation track playing the AnimSequence the job already exported. Leave it empty and a skeletal mesh built on that AnimSequence's own skeleton is found automatically.
Choosing the lighting rig
The rig is picked by name from Epic's MetaHuman lighting environments — Portrait by default, with Studio, Split, Fireside, Moonlight, Tungsten, RedLantern, and TextureBooth alongside it. The list is discovered from the installed content rather than hardcoded, so environments a future engine adds show up on their own.
The rigs' shared companion level (the backdrop and its post-process grade) is deliberately left out of the sequence: the preview action opens the sequence against that level anyway, and a second copy inside the sequence would double it up. A project without the MetaHuman Character plugin content exports an unlit sequence rather than failing — the camera's own exposure pin still applies.
Preview in Studio
Right-click any finished job with a Level Sequence artifact and choose Preview in Studio. The sequence opens in Sequencer, ready to scrub.
With Load Studio Backdrop When Previewing LevelSequence on (the default), the editor loads Epic's clean MetaHuman backdrop level first for a controlled background. Loading it replaces the current level, so the editor offers unsaved work up for saving first — declining that prompt cancels the preview rather than half-performing it. Turn the setting off to open the sequence in whatever level is already loaded, with no map switch. A project without the MetaHuman Character plugin content always opens in the current level, and the job says so.
Wwise dialogue
A Wwise-sourced job's sequence carries a Wwise event track instead of a sound wave track, so the dialogue plays through the sound engine. See Wwise Audio — including the audio routing setting that silences sound wave tracks entirely.
Driving it from a script
preview_level_sequence(job_id) performs the same action from an MCP client,
including the backdrop load and its save prompt. See
MCP Toolset.