UnrealMatinee, the system for keyframing properties over time and creating in-game cinematics:
- Movie director-class control over all of the objects in a scene, as well as cameras and cuts.
- Track-based non-linear style editing system with support for controlling object movement and animation, playing audio, modifying properties, cutting between cameras, toggling particles, field-of-view, and much more.
- Easily created key frames for actors and objects, which can be manipulated directly in the editor viewport using transform gizmos and property sheets.
- Integrated Curve Editor allows for precise control of keyframed motion and properties over time. Specific curve channels can be manipulated, control point tangents can be adjusted, and curves can be flattened or broken.
- Animations can be previewed completely in-editor for real-time feedback with options to "scrub" the sequence to instantly view specific regions.
- Standard transport timecode support (MM:SS:FF), as well as robust support for frame-rate specific media (film, NTSC, PAL, etc.).
- Timeline support to work in and display many of the popular frame rates found in non-linear editors and compositing programs.
- Many built-in track types for animating any scene: Audio master tracks for controlling global volume and pitch, visibility tracks for showing and hiding objects, event tracks for triggering UnrealScript code from within an animation sequence, and many, many more.
- Post processing effects such as fades, depth of field, bloom and color filtering effects can be easily animated and fine-tuned for each camera shot. Also, 'slow mo' tracks can be used for freeform time shifting.
- Any property can trivially be exposed for Unreal Matinee to control. New types of animation tracks can easily be added.
- View scenes from any angle while editing, and even make use of multiple displays by customizing the Unreal Matinee workspace with floating viewport windows.
- Export scenery, animation curves and actor transformations for use with stand-alone animation software such as 3ds Max. Changes can then be imported to Actor animation and camera motion back into UnrealMatinee.
- Organizational features for complex cinematic sequences such as grouping animation tracks into folders, or creating customized filter tabs that allow for quick switching between groups while working.
- UnrealMatinee isn't only for cinematic cut-scenes. It can be used to animate interactive, physical objects in the game such as doors or platforms. Animation sequences can easily be reused by multiple objects in a level.
- High resolution frame-dumping allows for saving out pre-rendered source images to create cinematics that can be played back offline or converted to a standard video format.
- Robust user interface with support for loop ranges, key/time snapping, playback speed controls, color-coded tracks, automatic key reduction, copy/paste and undo/redo.
- Create "camera animations" which can be used to posses the in-game camera for immersive cinematic effects and interesting camera angles. Also, simple orientation constraints (Look At target) can be set up.
- Determinstic capture and playback of particle system simulations with full support for time scrubbing and instancing.
- Integrated support for creating "low gore" cinematic variations with minimal duplicated effort.
- Supports binding multiple actors to a single Matinee animation group, such as smoothly dimming 10 lights in a level, all at once.
- Any property can trivially be exposed for UnrealMatinee to control! Also, new types of animation tracks can easily be added.


