The Director's Chair: Scrub, Speed & Reverse
The Director's Chair: Scrub, Speed & Reverse
Part 2 pressed play on a cinematic. A real director does more than that. They call for a slow-mo replay, freeze on the hero shot, skip to the climax, and ask "where are we in the take right now?" The Cinematic Sequence device exposes its entire timeline to Verse — so all of that is just a few calls away.

The director's controls
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Director Controls
On top of Play/PlayReverse/Stop, the device gives you a full editing desk:
Cine.SetPlayRate(2.0) # speed dial: 1.0 normal, 0.5 slow-mo, negative = backward
Cine.SetPlaybackTime(0.0) # teleport the playhead to a time in seconds
Now := Cine.GetPlaybackTime() # read where the playhead is now
Cine.TogglePause() # flip between playing and paused, keeping position
Cine.GoToEndAndStop() # snap to the final frame and stop
Two of these change how it plays, two of these jump or read the playhead, and TogglePause is the freeze-frame. Combine them and you can script any "director" move you've seen in a montage.
A few things to internalize:
SetPlayRateis a multiplier on top of the authored timeline.0.5is slow motion,2.0is fast-forward, and a negative rate plays it backward — another way to reverse, with speed control.SetPlaybackTimeis instant. It doesn't animate to that time; it teleports the playhead there. Pair it withPlay()to "start the replay from 0," or withPauseto land on an exact frozen frame.GetPlaybackTimeis your sync hook. Read it to drive other systems: "once the camera passes 4 seconds, open the gate."
A four-button replay room
This device wires four buttons to four director moves over a single cinematic — a replay-room control panel you can drop into any island.
Read the four moves:
- Slow-mo —
SetPlaybackTime(0.0)rewinds the playhead to the start,SetPlayRate(0.5)halves the speed, thenPlay(). A clean slow-motion replay from the top. - Freeze —
TogglePause()flips play↔pause and keeps the playhead exactly where it is. Press again to resume. That's your freeze-frame. - Skip —
GoToEndAndStop()snaps to the final frame and stops (and, from Part 2, firesStoppedEvent). Great for an impatient "show me the result" button. - Inspect — reads
GetPlaybackTime()andGetPlayRate()and prints them. In a real island you'd branch on that value to trigger other systems in sync with the shot.
This device is compile-verified in UEFN 5.8 (the whole project builds clean with it installed). Grab it as 03-device.verse and wire one Cinematic Sequence device plus four Buttons into the @editable slots.
Why "scrub" beats "re-author"
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Dynamic Timeline
Every move here works on one authored cinematic. You don't make a "slow version" and a "fast version" in Sequencer — you author it once and let Verse re-time, re-position, and re-play it however the moment needs. That's the whole point of putting the timeline under code: the content is fixed, the performance is dynamic.
Recap
- The device exposes its whole timeline:
SetPlayRate,SetPlaybackTime,GetPlaybackTime,TogglePause,GoToEndAndStop(plusGetPlayRate). SetPlayRateis a multiplier:0.5slow-mo,2.0fast, negative plays backward.SetPlaybackTimeteleports the playhead instantly — it doesn't animate there.TogglePauseis a freeze-frame: it keeps the playhead in place.GetPlaybackTimeis your sync hook to fire other systems in step with the shot.
Next — Part 4: The Grand Reveal — the capstone: we choreograph the animated mesh, the cinematic, and a character emote into one timed, multi-beat show, orchestrated by a <suspends> coroutine.
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Verse source files
- 01-fragment.verse · fragment
- 03-device.verse · device
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References
Original tutorial generated by Verse Island from the Verse/UEFN knowledge base, with references to the Epic Games sources above. Code is validated against the knowledge base.