Everything you've made in Sequencer.
In one place, for good.
TrackDeck saves your Sequencer setups as portable cards on a canvas. Capture a camera rig, a lighting pass, a rigged Blueprint, a whole shot. Reach for it in the next project without rebuilding it.
No plugin in Unreal. Free to start. Windows.
Sequencer is an amazing tool.
But it's not a great library.
Every camera rig, light pass, and animated shot lives inside the sequence you built it in. You can shuffle them between projects with migration or templates - but each route is clunky enough that rebuilding from scratch usually wins. So you keep rebuilding. The camera rig. The key light. The wide. Over and over. TrackDeck saves every one as a portable card. Faster to reach for than rebuild.
The setups you've already dialled in
The hero camera you've spent a week on. The light pass that finally works. The anim section you nailed first try. Save them as cards. Reach for them on the next shot. The next show. The next project.
Shots that survive past the project
Capture today. Paste into a fresh project next year. Exactly what you copied - wherever the setup is portable. The work you already did stays done, instead of dying inside the .uasset it came from.
Variants without the duplicate sequences
The wide, the close, the alt take, the director-note version. All as separate cards on the same canvas, ready to compare - while the sequence itself stays clean. No SHOT_010_v2_FINAL copies piling up in the Content Browser.
Copy. Paste. Card.
No plugin. No FBX. No setup.
All of it rides on one trick: TrackDeck reads UE's clipboard format directly - the same one Sequencer uses when you copy and paste between sequences. Nothing to install per project, nothing to rebuild when the engine updates, nothing for a pipeline lead to approve.
Select in Sequencer
Pick any track, binding, subsequence, or full selection inside Unreal's Sequencer. Hit Ctrl+C.
Paste onto the canvas
In TrackDeck, Ctrl+V on the canvas. Each parsed item lands as its own Scene Item card, full clipboard data kept intact. Portability tier sorted out for you.
Save, share, reuse
Save the canvas as a .tdeck file. Open it in another project. Copy a card back to clipboard and paste it into Sequencer somewhere new. Rebuilds, same fidelity.
The round trip on loop - Sequencer to card, card back to Sequencer.
Less rebuilding.
More shot-making.
TrackDeck isn't another editor to learn - it's three workflows Sequencer can't give you on its own. And the previews below aren't videos: they're the real interface, redrawn live on this page.
If it lives in Sequencer, it can land as a card.
A Blueprint rigged with its tracks and ready to go. A full lighting setup. A time-of-day pass. An MRQ render config. Captured once, kept on the canvas, pasted back in whenever the next shot - or the next project - needs it.
Plan the shot where the shot lives.
Frame grabs, concept art, checklists per shot - and palettes pulled straight out of a reference with a right-click. It all sits on the same canvas as the captured scene data, so lighting and grade calls get made against the actual reference, and the plan stays attached to the work.
A proper home for your Sequencer work.
Every deck is a single .tdeck file in a library folder you choose, and the built-in browser puts all of them one keystroke away - filed by show, by shot type, however you organise. They're plain files on your own disk: back them up, sync them with whatever you already use, open them years later. No cloud, no account.
A proper moodboard. Even with Unreal closed.
The whole planning side is included, free, forever - and it keeps working with Unreal closed. If you never paste a single Sequencer track, TrackDeck is still a fast, offline moodboard that saves to one file.
Auto-assembles on a loop - grab any card and the board is yours.
Stills & boards
Drag in frame grabs, concept art, storyboards. Full quality, arranged the way you think.
Video that just plays
Drop in reference clips - mp4, mov, mkv, avi - and they play right on the canvas. Anything non-native gets converted on import, so a board full of motion stays smooth.
Palettes out of any image
Right-click a reference and pull 3, 5, or 8 dominant colours as a swatch card. It follows its source around the board, and every swatch copies out as hex, RGB, or HSL.
Checklists that keep score
Per-shot to-do lists with a live done-count in the header. Colour-code rows, drag to reorder, tick things off right next to the work they're about.
Notes & shapes
Glass-style text cards for quick thoughts, plus arrows, boxes, and callout shapes to mark the board up. Double-click, type, done.
Frames that hold a shot
Group a shot's references, palette, and notes in a coloured, labelled frame - with real aspect ratios like 2.39:1. Drag the frame and everything inside comes along.
All of it free, offline, in one .tdeck file. No account. No Unreal required.
Moodboard brain or timeline brain. Both welcome.
Every one of those workflows runs in whichever view suits how you think: a spatial canvas for spreading shots out moodboard-style, and a Sequencer-style timeline for lining work up in order. Every deck has both - keep a planning board in one and a shot lineup in the other.
The spatial view - cards live wherever you drop them. Go on, drag them around.
One setup per project. Cards land anywhere.
If you've ever tried copying Sequencer data from one project and pasting it into another - you know how that goes. Broken bindings. And it almost works, which is what's most frustrating. The usual fix is installing a plugin in every project. TrackDeck doesn't need one. A small reference sequence sits in each project - dropped in as a .uasset, or built by a one-time Python script - and from then on every card you've saved pastes in cleanly. The badge on the card tells you which projects will accept it.
Free to take with you
Cine cameras, lights, locator transforms, MRQ render configs. Anything native to Unreal drops into any project you've set up.
Stays in this project
Whole subsequences, VFX bound to scene actors, anything referencing project-specific instances. Useful inside the project for variants, takes, and shot libraries. Doesn't travel.
Cameras and lights. Straight to comp. Experimental
Every Scene Item card has small AE and FUSE tags on it. Click one and TrackDeck hands you compositor-ready clipboard text. No FBX. No plugin pipeline. No rebuilding by eye. Coordinate-space math and AE projection are handled.
UE → After Effects
Adobe After Effects 9.0 keyframe data, ready to paste onto a 3D camera, light, or null layer.
UE → Fusion
Fusion node clipboard text, ready to paste onto a Fusion comp as Camera3D, Light, or Locator nodes.
What it isn't.
One app. Starts free.
Free to download, no account, no trial clock. When you need more, a one-time licence key lifts the caps.
Free
Just you and your shots. Capture, plan, and build your first deck.
- Canvas + timeline views
- Capture Sequencer work as cards
- Frames, references, palettes, checklists - unlimited
- Bridge to After Effects & Fusion (experimental)
- Copy cards back into your project
- 20 scene cards per view · one
.tdeckdeck
Pro licence
For the library that outgrew one project. Caps off, cards travel.
- Everything in Free
- Unlimited scene cards & decks
- Cross-project capture and reuse
- Paste your library into any project
- All future modes
Each purchase is one licence for one person, across all their machines - teams pick up a key per artist. Early bird prices while in beta. Same licence, two tiers - Studio is a self-selected option for teams whose revenue lets them help underwrite development. Prices may vary by region due to local taxes at checkout.
Windows 10+ · No account · No subscription
Quick answers.
What happens when I hit the free caps?
Limits clamp, they never delete. Hitting the cap stops new scene cards being added - it never touches the work already on your canvas. Everything you build in the free app opens unchanged the moment a licence key goes in.
Is the free app a trial?
No. It's free for good - no account, no time limit. Pro is the same app with the caps lifted and cross-project reuse switched on; a licence key unlocks it in place.
Do I need a plugin in Unreal?
No - nothing to install in Unreal. TrackDeck reads Sequencer's own clipboard format: copy in Unreal, paste onto the canvas. Even pasting into other projects needs no plugin - just a small reference sequence in each project, dropped in as a .uasset or built by a one-time Python script.
Does one licence cover my whole team?
A licence is per person. One purchase gives one artist a key that works across their own machines (up to three at once) - it isn't a site or team licence. Teams pick up a key per artist, on whichever tier fits.
More questions? Read the full FAQ →
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