Prevu — Usage
Installation
To enable the plugin, add it to your project's .uproject file under the Plugins array:
Then open the editor, go to Edit > Plugins, search for "Prevu", and ensure it is checked. Restart the editor when prompted.
Warning
Prevu targets Win64 and UE 5.7. The Prevu module is UncookedOnly — it will not be compiled into a packaged game. Do not place Prevu project assets (vocabulary data assets, shot templates, project files) anywhere in your content tree that feeds the cook. Use the Developer folder or mark them as Never Cook.
The plugin depends on the engine's built-in Takes plugin (TakesCore + TakeRecorder). Ensure it is enabled before opening Prevu.
Opening Prevu
Once the plugin is enabled, open the main Prevu panel from:
Window > Prevu
The panel docks as a standard editor tab. You can float it, dock it beside the Content Browser, or embed it in a custom editor layout.
The panel consists of three regions:
| Region | Widget | Purpose |
|---|---|---|
| Left | SPrevuHierarchy | Act/Scene/Shot/Step tree |
| Center | SPrevuBoardView | Thumbnail grid (storyboard view) |
| Right | SPrevuShotInspector | Duration, notes, tags, steps list for the selected shot |
| Top | SPrevuToolbar | Assemble, New Act/Scene/Shot, Export, Import |
Creating Your First Project
When you open Prevu with no existing project, the panel shows an empty state. Use the toolbar buttons to build the hierarchy top-down:
- Click New Act in the toolbar. A new Act appears in the hierarchy panel. Double-click to rename it (for example, "Act 1").
- With the Act selected, click New Scene. Rename the scene to match your location or story beat.
- With the Scene selected, click New Shot. Rename the shot (for example, "Shot 01 — Establishing Wide").
- The new shot appears in both the hierarchy panel and the board view as an empty thumbnail placeholder.
Repeat for every shot in your production. You do not need to assemble sequences until you are ready to use them in Sequencer.
Working in the Hierarchy Panel
The hierarchy panel (SPrevuHierarchy) shows the full Act → Scene → Shot → Step tree. Standard interactions:
- Expand / collapse an act or scene by clicking the disclosure arrow.
- Select any node to populate the shot inspector on the right and highlight the corresponding thumbnail in the board view.
- Rename any node by double-clicking its label.
- Reorder shots within a scene by dragging them up or down in the tree.
- Add a Step by selecting a shot and clicking New Step in the inspector panel's steps list. Steps appear as sub-items under the shot in the hierarchy.
- Delete any node by right-clicking and choosing Remove.
Note
Reordering shots, adding steps, or renaming nodes updates only the Prevu data model. It does not modify any Level Sequence asset. The toolbar Assemble icon will tint amber to indicate that sequences are now stale. See Assembling the Master Sequence.
Capturing Thumbnails
Thumbnails are captured using a SceneCapture2D component positioned to match the active camera in the level.
Per-shot capture:
- Select the shot in the hierarchy or board view.
- Position your camera in the viewport to the desired framing.
- In the shot inspector, click Capture Thumbnail.
- The thumbnail updates in the board view immediately.
Batch capture:
- In the toolbar, open the Export/Capture menu.
- Choose Capture All Thumbnails to iterate every shot in the project, or Capture Scene to capture only the selected scene's shots.
- Prevu will step through each shot in sequence. Ensure the relevant level is open and cameras are placed before running a batch capture.
Thumbnail images are stored at paths recorded on each FPrevuShot and referenced by the storyboard export system.
Taking Level Snapshots
A Level Snapshot records the state of the current level and associates it with a specific Step under a shot. Snapshots let you save multiple layout or blocking variants non-destructively and restore any of them later.
Taking a snapshot:
- Arrange actors in the level to the desired state for this step.
- In the hierarchy panel, select or create the Step you want to record.
- In the shot inspector's steps list, click Take Snapshot next to the step.
- Prevu calls
PrevuSnapshotManager::TakeSnapshot, which writes a Level Snapshot asset and stores its reference onFPrevuStep.
Restoring a snapshot:
- Select the Step in the hierarchy or inspector.
- Click Restore next to the step.
PrevuSnapshotManager::RestoreSnapshotapplies the snapshot usingPrevuRestoreFilter, which limits the restore to only the actors and properties that Prevu manages. Other level content is unaffected.
Tip
Snapshots are most useful when blocking out complex scenes with multiple camera positions or prop arrangements. Save a step for each variant so you can compare them side by side without re-staging.
Assembling the Master Sequence
Assembling is the explicit step that creates or rebuilds the actual Level Sequence assets from the Prevu data model. You must assemble before using the master sequence in Sequencer, before rendering via Continuity, or before passing it to any other downstream tool.
When to assemble:
- After creating or reordering shots
- After changing shot durations
- After any structural change to the hierarchy
The toolbar's Assemble button tints amber whenever the data model has changed since the last assemble. This is your signal that sequences are stale.
How to assemble:
- Click the Assemble button in the toolbar (amber when stale, normal color when up to date).
- Prevu's
PrevuSequencerBridge::AssembleMasterSequenceruns. It constructs the full Master → Act → Scene → Shot Level Sequence nesting, converting shot durations from display frames to tick resolution usingDisplayToTick. - When complete, the amber tint clears and all Level Sequence assets reflect the current data model.
Warning
Do not skip the assemble step before using the master sequence downstream. The sequence assets are only as current as your last assemble. The amber icon is the authoritative indicator of staleness.
Inspecting a Shot
Select any shot in the hierarchy or board view to populate the inspector panel (SPrevuShotInspector) on the right.
| Field | Description |
|---|---|
| Duration | Shot length in frames at the project frame rate. Changing this marks sequences as stale. |
| Notes | Free-text field for director notes, action descriptions, or lens information. |
| Tags | Comma-separated or multi-select tags for filtering and export grouping. |
| Steps list | All steps under this shot, each with a thumbnail preview, label, snapshot status, and Restore button. |
| Audio clip | Reference to the scratch audio recorded for this shot. |
| Level Sequence | Reference to the shot's backing ULevelSequence asset (populated after assemble). |
Exporting a Storyboard
Prevu supports three export formats. Open the export dialog from the Export button in the toolbar.
PNG storyboard sheet:
Exports a flat image compositing all shot thumbnails with frame numbers, shot names, duration, and notes. Use this for printing, sharing via email, or embedding in a production PDF.
HTML storyboard sheet:
Exports a self-contained HTML file with the same content as the PNG sheet. The file has no external dependencies and can be opened in any browser. Useful for sharing with collaborators who do not have Unreal installed.
.prevu JSON bundle:
Exports the entire UPrevuProject data model as a JSON file with the .prevu extension. The bundle includes all acts, scenes, shots, steps, metadata, notes, tags, and relative asset references. It can be checked into version control, shared without Unreal, and re-imported into any Prevu installation via the Import toolbar button.
Note
The .prevu bundle stores references to binary assets (thumbnails, Level Snapshots) but does not embed them. When sharing a bundle with collaborators, also share the referenced asset files or re-capture thumbnails after import.