In brief
- Enable the Take Recorder plugin via Edit › Plugins and restart Unreal Engine before using it.
- Recording sources can include scene actors, cameras, Level Sequences, and Live Link sessions.
- Start and stop recording from the Take Recorder panel or Sequencer’s playback controls.
- Synchronous scrubbing in Sequencer aligns frames with reference video, but can slow editor responsiveness.
Unreal Engine’s Take Recorder can capture scene actors, camera movements, and other supported sources for editing in Sequencer. Epic Games’ official documentation describes the tool for virtual production, as well as animation and cinematic workflows. Since the documentation does not specify a particular Unreal Engine version, the steps below do not assume a version number.
1. Enable the plugins and open the panel
Take Recorder is not available as a ready-to-use panel by default; its plugin must first be enabled. In the main menu, go to Edit › Plugins, find Take Recorder, and check its box. Restart Unreal Engine to enable the plugin. If you plan to record a live performance or motion capture, you can also enable the Live Link plugin in the same section; it also requires a restart.
You’ll need a project with a playable character and suitable actors to record. Alternatively, you can use the Third Person Template mentioned in the documentation. To open the panel, go to Window › Cinematics › Take Recorder. If no sequence is open, the tool opens a new, empty sequence.
2. Prepare the scene and source
First, decide what data to record in Take Recorder. Add a source with the +Source button, or drag an actor from the Outliner into the Source panel. Available options include scene actors, camera cuts, Level Sequence, Live Link, microphones, the player actor, and World or Level assets.
Having a source in the list is not enough: it needs a recorder and a corresponding track that Sequencer can play back. For example, properties that can be keyframed can be recorded; an actor property that cannot be keyframed is not included. Before recording, check that the intended source is selected. If the source is invalid, the Record button is replaced by an invalid-source icon.
With an Any Actor source, you can choose which actor to track and whether the recording should be Spawnable or Possessable. Project Default uses the default set in the project settings; the other two options let you override that choice for the source. You can also choose whether to include the parent hierarchy in the recording. Since this affects how the actor’s hierarchy and transforms are handled, consider the scene structure when making the choice.
| Setting | Recommended value | Effect |
|---|---|---|
| Subject Name for a Live Link source | Name of the subject to record | Selects the subject in the Live Link session for recording. |
| Use Source Timecode for a Live Link source | On or off as needed | When enabled, uses the subject’s timecode; when disabled, uses system time. |
| Synchronous Scrubbing | On if frame alignment is needed | Aligns video and animation on the same frame while scrubbing; can slow editor responsiveness. |
The documentation does not recommend a fixed FPS or Record Speed value for general use. Choose the expected frame rate from the Frames Per Second menu in the Slate section; the Record Speed field changes the recording speed and the engine’s overall time scale. Don’t assume a numeric value without knowing the project requirements.
3. Record, add markers, and manage takes
In the Slate section, you can edit the recording name and take number, and set details such as a description, frame rate, and recording speed. To start recording, click the red Record button in the Take Recorder window. Alternatively, the recording button in Sequencer’s playback controls records the selected actor to the current sequence; the Take Recorder window does not need to be open. Stop recording by clicking the same button again or pressing Esc.
While recording, use the Add Marked Frame button to mark important moments. For example, you can mark frames that will make it easier to find a particular movement or camera change in the scene later. Take Recorder warns you if the same take number has been used before; clicking the warning selects the next available number. This makes it possible to compare different performance or camera tests as separate takes.
When recording is complete, open and review the latest sequence with Review Last Recording. In the Sequencer timeline, the playback range is shown with Start and End markers, and the current position is indicated by the playhead. Drag the playhead to scrub through the scene, or pan and zoom on the timeline to focus on the section you need. Creating multiple takes in Take Recorder lets you try variations without deleting earlier recordings.
4. What does it offer for architectural visualization workflows?
Teams creating architectural animation, interior walkthroughs, or presentation sequences can collect camera movements, scene actor animations, and different performance tests in the same editing workflow. Take Recorder’s Sequencer integration lets you edit recordings on the timeline. Using multiple takes is useful for reviewing camera or animation variations separately. When a suitable session and source are available, Live Link lets you include live performance data in a recording.
Real-time recording performance depends on hardware and setup; the documentation does not specify any particular hardware requirements. So don’t assume results will be captured instantly in a demanding scene. If frame-by-frame matching with reference video is required, Synchronous Scrubbing in Sequencer can help, but it comes at the cost of editor responsiveness while scrubbing. According to the documentation, the setting affects scrubbing only; playback is always frame-accurate.
Common mistakes
Enabling the Take Recorder plugin but forgetting to restart Unreal Engine.
Trying to record without checking that the intended source is valid. If the Record button has changed to an invalid-source icon, review your source selection.
Assuming every property will be recorded automatically. Only data with a recorder and a playable counterpart in Sequencer is included.
Reusing the same take number. Follow the warning to move to the next available number.
Leaving synchronous scrubbing off when exact alignment with reference video is required, or not accounting for its cost when faster editor responsiveness is important. Scrubbing may lag with GOP codecs such as H.264/5; the documentation identifies Apple Pro Res as offering the best scrubbing experience.
Sources
2 sourcesSource texts are not republished; short quotes are marked, everything else is our own summary and commentary.
For architecture and visualization studios in Turkey, Take Recorder’s practical benefit is that it can collect animation and camera tests as separate takes for review in Sequencer. This can help keep scene variations organized, especially for presentations that require repeated recording.
However, real-time recording performance depends on hardware and setup conditions; the documentation does not specify a minimum hardware threshold or licensing cost. Teams should first run a short test in their own scenes and, if Live Link is required, verify the plugin setup and source matching. When working with reference video, it’s also worth considering how synchronous scrubbing affects responsiveness.
Frequently asked questions
How do I enable Unreal Engine Take Recorder?
Enable the Take Recorder plugin via Edit › Plugins and restart Unreal Engine. You can open the panel from Window › Cinematics › Take Recorder.
Which sources can Take Recorder capture?
The documentation lists scene actors, camera cuts, Level Sequence, Live Link, microphones, the player actor, and World or Level assets as source options.
What does synchronous scrubbing do in Sequencer?
Synchronous Scrubbing aligns video and animation frames at the playhead position. It provides frame alignment but can slow editor responsiveness while scrubbing.



