Play

Here is a rough dump on what happens when starting a sequence player.

UMovieSceneSequencePlayer::Play → UMovieSceneSequencePlayer::PlayInternal → UMovieSceneSequencePlayer::StartTimeControllerAndBroadcastPlayState → UMovieSceneSequencePlayer::UpdateMovieSceneInstance → FMovieSceneEntitySystemRunner::Flush → UMovieSceneTrackInstanceSystem::EvaluateAllInstances → UMovieSceneCameraCutTrackInstance::OnAnimate

Inside UMovieSceneCameraCutTrackInstance::OnAnimate FCameraCutAnimator::AnimateBlendedCameraCut is called, which calls FCameraCutAnimator::FindBoundObject to get the camera actor.

The FSharedPlaybackState state is what holds the binding object cache via its FPlaybackCapabilities Capabilities.

Tick/Update

Sequencer Tick Manager

Stop

Inside UMovieSceneSequencePlayer::UpdateTimeCursorPosition_Internal UMovieSceneSequencePlayer::ShouldStopOrLoop is used to check if we should try to loop or stop the sequence.

Update start/end

See UMovieSceneSequencePlayer::SetTimeRange and UMovieSceneSequencePlayer::SetFrameRange.