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Descripción

# Lucid: Cinematic Camera Baker

Create camera work in Sequencer. Play it like runtime data.

Lucid turns Level Sequence camera work into lightweight Camera Cut Data Assets for deterministic runtime playback.

It combines the authoring freedom of Sequencer with the flexibility of Blueprint-driven runtime camera control.

## Core Workflow

Level Sequence → Lucid Camera Cut Data Asset → Runtime Camera Playback

Author your shot in Sequencer, bake it with Lucid Sequence Baker, then play it through a Lucid Camera Runtime Component.

## Key Features

- Sequencer camera bake

- Runtime camera playback

- CineCamera lens/focus playback

- Current Focal Length, Current Aperture, Manual Focus Distance

- Origin Relative playback

- Cut Segments

- Event Markers

- Camera Shake Markers

- Motion Track transform queries

- CameraWall Fade with included Masked material assets

- Auto-spawn CineCameraActor or use a registered CameraActor

## Why Lucid?

Sequencer is the natural place to author cinematic camera work.

Runtime Level Sequence playback is powerful, but it can be heavy and less convenient for repeated gameplay camera actions.

Lucid bridges both workflows:

create camera work in Sequencer, then use it as reusable runtime data.

Use it for special attacks, interaction cameras, combat cameras, and short cinematic actions.

## Scope

Lucid is focused on camera workflow.

It does not automatically convert full Level Sequence actor animation, VFX, physics, AI, or gameplay logic.

Instead, Lucid provides runtime-friendly camera playback, markers, camera shake, and read-only Motion Track transform queries for custom Blueprint/C++ workflows.

## Links

Product Page:

https://www.matsuosan.com/marketplace/lucid/

Documentation:

https://www.matsuosan.com/marketplace/lucid/docs/

Tags:

UE5, Unreal Engine, Sequencer, CineCamera, Camera, Runtime, Blueprint, Cinematic, Gameplay

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