#cinematics

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umbral harness
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@manic patio

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or just drag an actor from your scene into sequencer

manic patio
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i saw that but,i wanted to add on the same actor another animation track,and didnt see the option there

umbral harness
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?

manic patio
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i wanted another

umbral harness
gusty heath
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I'm not sure how it works in Unreal, but you could create Text in another 3D Software and add as static mesh.
But for myself I realized that for credits it looks better to track the text via After Effects (or other software) with an animation or 3D Tracking.

vast mesa
umbral harness
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@gusty heath @vast mesa I haven't done anything with subtitles, but maybe these links can help? https://forums.unrealengine.com/t/dialogue-and-subtitles-in-sequencer/469451 https://youtu.be/PTZCZQcXdUU

How do I get started with using the built in Subtitles system in Unreal Engine 4?

Source Files: https://github.com/MWadstein/wtf-hdi-files

โ–ถ Play video
vast mesa
gusty heath
vast mesa
vast mesa
gusty heath
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ahh

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they motion tracked it with a video editing software.

Maybe you can try creating a png sequence with a video editing software and add it via the mediaplayer in unreal.

umbral harness
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(again, I have not tested any of this ๐Ÿ˜… )

gusty heath
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same with me, not sure if unreal media player supports transprency (but it should)

quick portal
echo wolf
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Is there a way to toggle foliage visibility via sequencer?

tight stone
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Doesn't look like there's a showflag for it unfortunately.

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Maybe you could do it with a Material Parameter Collection and make it fully transparent via the material? Not great for perf...

umbral harness
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crazy idea, never tested it whatsoever ... if you can do it with a console command, maybe create a sequencer event and do it there? again, just a crazy thought @echo wolf

tight stone
umbral harness
tight stone
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Oh nice, I had searched for ShowFlag.foliage and didn't find it. +1 to this idea

umbral harness
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but again, it's just a wild thought, never tested it, just a combination of things I've done in teh past but not on the same context

echo wolf
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If that console command works, maybe I can use it in MRQ Console Variable too?

umbral harness
deep jetty
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Finally got around to it! So, the gloves attach properly to the mesh in sequencer, but will not follow the hand socket or bone when manipulating the control rig... Ie, if I adjust the mesh transform, the gloves will follow, but not if I move the root control.

frank sonnet
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What is the preferred file type to render to before sending your scenes to Davinci/Premier/Nuke/etc?

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I have normally just used JPG but I wanted to try out the highest fidelity possible for a test

frank sonnet
gusty heath
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it made a huge difference for me

umbral harness
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(only two keyframes, one is moving the root_ctrl, other the right hand ctrl) the "glove" sphere is simply attached to the hand

deep jetty
umbral harness
deep jetty
umbral harness
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can I suggest just creating an empty level, dropping your character there, doing a new level sequence, adding char and gloves, etc etc to it?

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better to try to eliminate all possible "outside" causes

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then, select the char, add an animation, bake to control rig

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then select the glove, add an attach track, select char and hand, and zero the transforms

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then add an aditive track to the control rig

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and then do two test keyframes

deep jetty
umbral harness
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aha ๐Ÿ˜„ well, glad it's working ๐Ÿ‘ @deep jetty

deep jetty
deep jetty
umbral harness
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I'm not really sure ... I don't think I ever used sockets with skeletal meshes ๐Ÿ˜… I did with statics for doing procedural attachment stuff thou ๐Ÿ™‚

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hey, no prob ๐Ÿ™‚ as I said, glad you got it working ๐Ÿ™‚ I'll just finish up by restating the importance of using an additive track for your baked control rig. You probably know all about it, but ... I've seen lots of ppl who don't ๐Ÿ˜… @deep jetty

deep jetty
umbral harness
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LOL pig massage ftw ๐Ÿ˜‚

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ok, I see you're doing animation from scratch on it, correct? in that case, the comment about the additive track doesn't really matter ๐Ÿ˜„

deep jetty
umbral harness
deep jetty
kindred drum
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Hi! I could really use some help. Iโ€™m trying to call a custom event within a blueprint actor in the Sequencer. Iโ€™ve looked everywhere and I canโ€™t figure out why itโ€™s not calling the event.

The custom event is called โ€œTestCustomEventโ€. I know this blueprint works because when I swap it out with โ€œEvent Begin Playโ€ and press play, it works great.

I created a Level Sequence, added the actor track called โ€œBP_Synthesizerโ€.(this is the actor that has the custom event I am trying to trigger). Created an event track, and a trigger event, then selected my custom event.

After that it automatically created an event in the LevelSequence:

So to my knowledge, it should be working. But when I play the sequence back it does not call the event. Iโ€™ve tried creating a new blueprint, and still, I cannot get an event within a blueprint to trigger from the sequencer. Any help would be amazing! I am in UE 5.0.3.

Thank you!

-Taylor

umbral harness
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@kindred drum not exactly what you're asking for, but ... see if you can use this instead ๐Ÿ˜… https://youtu.be/qt3x64Grlq0

Unreal Sequencer Documentation
https://docs.unrealengine.com/5.0/en-US/unreal-engine-sequencer-movie-tool-overview/

A tutorial demonstration on an undocumented and hidden feature in Sequencer that allows you to trigger functions through modifying variables, without the need for Events or Event Ticks within Unreal Engine 5.

00:00 - Introduction...

โ–ถ Play video
neat hedge
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I'm encountering some strong DOF artifacts for some closeups i'm doing with sequencer cinematic camera. Can anyone point to what the source of the issue is? I played around with some DOF cvars but nothing seemed to help. This grass is pure opaque geometry btw but artifact also appears over translucent cards

wind cloak
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Does anyone have the GPU crashed error commonly when recording metahumans in Take Recorder with Live Link in UE5? It happens to me pretty much every other take. Very irritating and a huge drain on time efficiency, does anyone have any suggestions?

umbral harness
wind cloak
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Is that the only way you can get it to stop crashing?

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Just removing grooms during recording

umbral harness
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it never crashed for me, I just preemptively lowered the metahuman specs in oder to maximize framerate

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it's possible it would crash, but I don't know ๐Ÿ˜…

wind cloak
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I understand, that is a good tip. What kind of PC do you have if I can ask

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Like do you know your PC specs, trying to see if maybe my GPU isn't optimized

umbral harness
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laptop, RTX 2070

wind cloak
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Also did you use LODSync to lower the LODs?

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Yeah that is so weird. How long are your takes in live link? Are you recording in an existing sequence?

umbral harness
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nope, just small takes, like a minute or so, on an empty level, just to capture some facial animation

wind cloak
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I have an RTX 3090 build so should not be crashing

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Oh understood

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I have lights in a sequence I am trying to match the facial animation to

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Just experiencing a lot of lag and crashing.

umbral harness
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probably something in your settings ... a 3090 should be able to handle it well

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anyways, if you can, just duplicate your level, get rid of everything you don't need, keep the lights maybe, and lower LODs and get rid of grooms ... that should help

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once you have your take, just bake it down to an anim sequence, and you can open it on your main level/sequence

wind cloak
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Well the odd thing is I'm using the metahuman lighting presets and

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that is a relatively blank scene for the most part

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its 4 lights and a backdrop sphere static mesh

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I can duplicate and try that I just think it has to be settings

umbral harness
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yup

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also, the lighting presets are a UE4 project originally, right?

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I think they were last time I used it, not sure if there's a UE5 version made meanwhie ๐Ÿ˜…

wind cloak
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it is very nice

umbral harness
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ah ok, nice, ty ๐Ÿ™‚ so, that eliminates one possible source of problems ๐Ÿ˜…

wind cloak
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a very beautiful cinematic look, just crashes a lot

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but its like that for me when metahumans in general honestly

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and i thought with my specs it'd be better but is not

umbral harness
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๐Ÿ˜ฌ

neat smelt
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Itโ€™s also the grooms * Iv crashed so many projects because of that stupid thing

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Idk how tf were suppose to create things using the best processors and still get these crashes. Itโ€™s ridiculous. Iv nearly killed myself over this two times in the past 6 months

umbral harness
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there's crazy stuff regarding metahumans and UE5 for sure ... I have a project where I have a couple MHs ... when I start the project in editor, most of the groom bindings are mysteriously gone, and if I play, it just crashes ... but ... if I add one extra copy of one of the metahumans to the scene, all its groom bindings look perfect. I can then delete it and play, and all works well

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why? I have no clue ... I gave up trying to hunt it down

wind cloak
wind cloak
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i just redownloaded the metahuman to fix it, which i pray never happens again

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lol

umbral harness
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that quality editor tool is ... a bit outdated ... made sense for UE4 ... not necessarily for UE5 ... I just straight up use Lumen (my MH lighting project was updated from the UE4 version ๐Ÿ™‚ )

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I mean, you can do full "legacy" raytrace, but ... Lumen works just fine

winged bloom
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Hi, i need to know ro render 1 shot in master sequencer into multiple (in case mp4). Any tips or video tuts?

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What i mean... Instead copy the shot to hundred times, i want to use only one shot to multiple times but not repeat like the first render from 1f - 30f, and next will be 31f - 60f

knotty totem
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any ideas why my waterbodylake material disappears at a high altitude? The ocean doesn't seem to have this problem, but the lake, which doesn't have the same depth sort of dithers and eventually disappears

little dirge
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Here is a playable version https://www.youtube.com/watch?v=Tq-06RVYLqI

Walk about, my poor little PC needs some more power and some optimisation. https://www.youtube.com/watch?v=LOAhU6t_JlQ

And a little cinematic render
https://www.youtube.com/watch?v=PEWOZnUnk3k

This is a fan made hobby project made in the Unreal 4 Engine, I hope you enjoy it.

Itโ€™s an ongoing hobby project that lots of people asked if they could explore the Ghostbusters Headquarters that I built for my ArtStation, and I thought why not itโ€™s a fun way to show of a project.

I have added a few Easter eggs for you to enjoy.

More to come ...

โ–ถ Play video

Ghostbusters Headquarters made in the Unreal 5 Engine.

I wanted to test Nanite on an 8 million polygon ECTO1 car just to see how it handles hard surface.

This is a fan project just for my love of the Ghostbusters Universe.

#UE5 #UE4 #Unreal4 #Ghostbuster #Ghostbustersafterlife #ghostbustersfan #gamedev #Ghostbusters #indiegame #unity #indi...

โ–ถ Play video

Ghostbusters HQ in the Unreal 5 games engine, (fan boy project).

For more information on this hobby project you can find it here - https://www.artstation.com/gallagher

Music by L'Orchestra Cinematique
Big thanks to L'Orchestra Cinematique for allowing me to use there music track, here is there channel. https://www.youtube.com/c/LOrchestraCinem...

โ–ถ Play video
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I will call this done for now, time for another project ๐Ÿ™‚ https://www.artstation.com/artwork/18BQ33

ArtStation

Ghostbusters HQ (Fan boy project) in the UE5 matrix demo.

This is an ongoing hobby project to help me keep up to date with Unreal. I started the buildings in Unreal 4 and ported them over to UE5. The hacky ECTO1 car is 8 million polygons, opps! mainly cobbled together from downloads and then I just up the resolution, so I canโ€™t take much cred...

wind cloak
hybrid ferry
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Can someone explain why MaintainYFOV doesn't seem to work for sequencer? I am aware that you can make a change in DefaultEngine.ini for a vertical FOV gameplay camera by adding

AspectRatioAxisConstraint=AspectRatio_MaintainYFOV```

Sequencer has the default behaviour to override with Maintain X-axis FOV. But changing this to Maintain Y-axis FOV and then resizing the PIE editor window while a sequence is playing does not just show more of the sides of the screen like I'd expect. Is this feature bugged or am I misunderstanding what it does?
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My goal is to just have a cinematic show more of the environment on the sides of the screen (as opposed to black bars with a forced aspect ratio) when playing on widescreen. Working on 4.27 btw

grim atlas
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Rookie Sequencer question. Is it possible to have a pawn move along a path/spline, but instead of manually specifying what walk/run animation to play, have the animation be determined by the anim blueprint? (i.e. so it can use any warping nodes we have in use)

frank sonnet
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is there any way to render a sequence out of the sequencer without using PIE?

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and just capture the actual sequence as it plays back without initiating the entire level

viral copper
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Hi, I have this problem where the cables are not visible in MovieRenderQueue while the thing is moving...

I've heard that's a lumen issue? Is there an alternative to the Cable Components i've used? Thanks in advance

Screenshot from Editor:

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Movie Render Queue render

viral copper
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down and up movements are no problem but as soon as the ship is moving horizontally all cables disappear

pale blade
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Hey all, I have to render a cinematic out at 2k. I'm planning to either render at 4k and shrink down for a higher quality or increase the screenpercentage to 150. What would be the better choice in terms of quality? Cant do both as the rendering times are too long

hybrid ferry
# hybrid ferry Can someone explain why MaintainYFOV doesn't seem to work for sequencer? I am aw...

Answer for posterity:

Turns out ALevelSequenceActor::SetSequence is called on SequencePlayer initialization which happens in the Create Level Sequence Player node.

If you change the Aspect Ratio Axis Constraint setting on the LevelSequenceActor afterwards it won't propagate those settings to the SequencePlayer because it asked the LevelSequenceActor on initialization what the CameraSettings were already. The solution, stupid as it may be, is to Set Sequence on the LevelSequenceActor to the same sequence again. Just so that the SequencePlayer will be reinitialized with the correct Aspect Ratio Axis Constraint setting.

Ideally it'd update the settings on the SequencePlayer when setting Camera Settings on the LevelSequenceActor or maybe allow me to set the Camera Settings on the SequencePlayer directly but guess that'd be too simple ยฏ_(ใƒ„)_/ยฏ

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If anyone at any point can use this obscure bit of knowledge I'll be happy to have given back to all those Unreal forum people I'm so grateful to

fervent shale
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curious about something, would it be possible to create keyframes to activate/deactivate material of an object ? I want to do this with a underwater lamp with emissive material. If it's not, I could still do easy way with simple point lights.

fervent shale
pure sequoia
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Hello ๐Ÿ™‚ Do you preffer using live link or manual FBX export. And why.
I work on a TV show project so we will work with the models for next multiple months and i am trying to figure out a suitable workflow for future feedbacks, changes and reimporting

knotty totem
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Is there any way to get consistent camera shake in cinematics (so each render is identical) WITHOUT using this 'take recorder' workflow to bake the keyframes? This is fairly straightforward in other programs but I can't work it out in UE....

edgy robin
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Hello, I want some of my cutscenes to have a fade both in the beginning and the end. This however proves problematic because both restore and keep state options in the sequencer result in the black screen persisting after the sequence has ended. Any ways to solve this?

devout bridge
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Are the render presets actually console variables? If so, is there a way to see what those variables are? I'd like to have all the same settings in the viewport, so I can see 1-to-1 what will be in the render.

deep jetty
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So, how do we render cinematics that are slightly heavy on the lights/particles side?

umbral harness
copper palm
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anyone have experience translating render presets from the editor to render settings that work with deadline? We are rendering hundreds of thousands of frames so need farm support to coordinate it but are having a hard time getting our setting to translate

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from what i understand u edit the defaulteditor.ini?

timid pawn
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Hey! we edited a short little intro video of our team to include on startup of the game... i added a media file source onto the media track but i cant seem to figure out how to now render the media track onto the screen / current camera... any hints? ive been searching and 99% of guides seem to show how to playback a video render ON a mesh, which is not what i was planning to do :D

rain jungle
rain jungle
echo wolf
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Is it possible to make an actor invisible but shadow casting in the sequencer?

rain jungle
echo wolf
rain jungle
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Are you using Ray tracing? I remember that would cause it not to work, I haven't tried hidden shadow in UE5 yet. It could be unsupported as well with Lumen

echo wolf
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Yes indeed using ray tracingโ€ฆ dโ€™oh!

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Thatโ€™s a bummerโ€ฆ are there any possible workarounds..? Material solutions?

copper palm
# rain jungle If you're working with Movie Render Queue, there are Presets you can save within...

We are working at a scale where we are using command line rendering instead of the Movie Render Queue. (Previous project we did was 1MM rendered frames this is 150K). The uasset files unfortunately appear to be binary. Ill take a deeper look but just looking for a way to 1:1 recreate all of the settings to be rendered using command line. Regarding the moving to other machines. The project loads from a server then caches to the local render node to optimize network traffic.

eternal snow
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I want to put myself in unreal engine using a green screen, but I need it to be a portrait video. Can unreal engine do that?

lean grove
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Anyone else having issues with the Still Render Setup Automation widget in UE5(.1)?

quasi cedar
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Guys can anyone share some advanced cinematic courses for UE5? Or maybe some youtube channels with hardcore content about cinematics. Already watched free courses from epic games learning library, but it's not enough. Want to learn a professional's full workflow.

quasi cedar
umbral harness
# quasi cedar Guys can anyone share some advanced cinematic courses for UE5? Or maybe some you...
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not just cinematics, but all geared towards cinematics

umbral harness
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so, the other day I started playing a bit with animBP possibilities, and was able to do a sucessfull gun IK to use in sequencer ... at this point, it's not really for my use, I do mostly sequencer control rig mocap and animation, but ... some Vtubers are always asking about how to do the "collision thing", that is, how to stop arms from intersecting with a table, for instance, during live stream. I wonder, could this also be achieved with some clever animBP manipulation? Any ideas would be welcome ๐Ÿ˜… thank you ๐Ÿ™‚

fervent shale
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hey, looking for a way to avoid this flickering effect when light hits moving surface with anti aliasing activated. Is there a simple trick for this without having to go through masking for these specific objects on another render?

quasi cedar
fervent shale
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No more luck, still got this strange looking effect

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It looks like this is because of r.DepthOfFieldQuality on 4 as glitches are on out of focus parts

weak needle
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Hello everyone! I made a simple blueprint tool that bulk changes scale to multiple static meshes. It's animated in the sequencer, and visible on playthrough, but it's not rendering in the final render, does anybody have a clue what could be the issue, thanks

green prawn
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Hello everyone! Noob Question. I am trying to export a sequence involving a camera crane and a cinecamera and it looks fine while playing sequence in editor but as soon as I export it plays static, doesn't move at all.

green prawn
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but on exporting becomes like this..

green prawn
gritty ingot
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How can I render out my cinematic I made on a low spec pc, using a more powerful PC I have on the cloud?

rain jungle
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Open the project on the more powerful PC and render it there? I haven't heard otherwise about a remote rendering capability

vital zenith
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Working in UE5 sequencer, my renders have basic dust plumes and smoke. Even when pre-rendering frames beforehand you see the start up dust begin to rise. Anyone know how to bypass?

stiff forge
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Hello everyone, I'm not sure if the question is in the right place. The problem is that the camera is ignored in the level play mode. I am using target with blend. These settings worked on 4.27, but after moving the project to 5.0, they began to be ignored. I tried to use another game mod, turned on auto-activation. The image appears in the same place

desert vector
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hey guys i made a massive world with lots of foliage but i have to much fps drop i wanna know whene i want to rende as a movie sequence i will have this much fps drop or its gonna render me a specific fps that i determined ?

crisp horizon
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Yo, Iยดm having some firefly issues with UE5 renderin in Movie render queue.
Its only some shots with hi detail nanite+bright lights.
Iยดm usually just renderring with motion blur off in the camera settings and then I use 8 spatial samples/1 temporal sample and override aliasing set to none.
For this shot though, only thing that worked so far was reverting to 1/8 Taa without override.
Which gets rid of the fireflies, but overall looks a lot blurrier.

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Any advice?

desert vector
crisp horizon
desert vector
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so i had a question for you

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did u ever used vray on ue ?

crisp horizon
lean grove
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How do you make it so that procedurally spawned foliage doesnโ€™t disappear at distance in renderings?

lean grove
hybrid ferry
fervent shale
limber tartan
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Hey guys newbie here, are sequences basically a scene?

steel gust
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Guys, how to make the glass in the car window break on impact?

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I am trying to make chaos fracture to work, but I don't know how to put it in sequencer and trigger in the needed moment

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what would be the best option to break window glass when car falls into the ground?

deep jetty
umbral harness
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We're going to take a dive into the latest and greatest Movie Render Queue, made production-ready in Unreal Engine 4.26. This is a must-know tool for VFX Artists and CG Artists alike.
This Tutorial covers all the basics of the MRQ that you need to know about.

Relevant links:
Cryptomatte/Object ID Tutorial: https://youtu.be/Ry4-Q8mBjdg

Render C...

โ–ถ Play video
deep jetty
umbral harness
deep jetty
umbral harness
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the shots look pretty cool ... I can see some problems that you'll be able to solve or at least make better with MRQ, like LOD popping and shadow distance and stuff ๐Ÿ™‚ I'd advise you to take a look not only on that vid but on teh rest of William's channel, lots and lots of awesome advice for cinematic stuff ๐Ÿ˜‰

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brb

deep jetty
river elm
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Any tips how to give a bit more cinematic view to this?

burnt valley
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whats the best way to attach a crig controller (for example hand ik) to an object in sequencer ?
as an example i have a character sitting on a horse. i want to move him but make sure that the hand ik is always on the saddle

umbral harness
plush sun
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Anyone know how to use stencil layer with path tracing? Or a workaround for it. Thanks.

near bay
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Hello ! We are working on a cinematic, and we are struggling with the take recorder, for a thing as simple as recording the arm length of the spring arm.
We want to record some player perspective, but the recorder ignores the arm length that does change during gameplay, and I can't find how to force him to record that info, or at least record the camera transform not relative to its parent (which is the arm spring, so the arm length is changing, but the camera relative transform stays 0 0 0)

river elm
umbral harness
river elm
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Cloth leather and stuff like that

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I fiddled with post process without it the scene is really white, will tweak stuff later today

whole niche
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If I wanted to have cutscenes in my game and I can do Blender animation, etc, would making animations in Blender, rendering them as videos and putting them in the game as an MP4 file be viable or should I make cutscenes from within UE4 itself?

copper palm
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what command replaces spatial sample count

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also is there an override antialiasing command

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I am implementing this stuff into a deadline render instead of using the render queue

copper palm
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warm up frames

copper palm
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also noticing with temporal samples it doesnt acutally create frame subsamples

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pls

copper palm
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this would be the same settings used in commandline since i guess deadline just runs the editor

nova matrix
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Ok havent been posting anything in unreal slack for years, but do have a question now

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is it possible to expose variable from BP in level sequence ?

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in this case i want to control movement along spline of the object and even after exposing float for value i still cant see any way to control it in the sequence

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I do see trigger/activate sequence option which somehoiw doesnt work for me, but still would preferably like to control the value itself in sequence rather than just trigger timeline ๐Ÿ™‚

rocky escarp
rocky escarp
nova matrix
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@rocky escarp oh yes found that option after a while, still not working properly but ill do my best to figure it out ๐Ÿ™‚

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propably since its bp and not on play so it doesnt change in editor i guess

rocky escarp
nova matrix
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I'm working on some vfx shot with camera sequence right now , for portfolio etc, so yep pretty fresh to sequencer myself, also some people wrote that its sometimes not good to mix realtime with sequence keys together

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but still havent found a way to make it follow a spline in just sequencer without a BP

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Cheers @rocky escarp ๐Ÿป

rocky escarp
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@nova matrix Use the camera rig rail, and set Current Position on Rail. It'll update in editor mode via sequencer.

nova matrix
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@rocky escarp ok thought its a rail just for camera, will work with BP as well ?

rocky escarp
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Sorry I thought you were looking for cameras. You can parent anything to the rail and it'll work, but it's functionality is fairly limited. Take a look at some of the other methods if you need a custom BPs.

nova matrix
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perhaps i could somehow save the keys for the position/rotation manually when playing with spline in editor and then delete the spline after, might be worth a try ๐Ÿ˜„

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but I think camera rail will work fine and can key the position of the child actor on it in editor so its cool, thanks again ๐Ÿ™‚

rocky escarp
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Yeah that way is simple. Another is to create custom event with your functionality, set 'call in editor', then call if from a repeater track in sequencer.

nova matrix
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@rocky escarp oh cool might try it later in I run into some problems in here ๐Ÿ™‚

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all i need is some basic camera movement on rail and then 2 ships on rails as well and then mostly camera shake/animation and vfx work ๐Ÿ™‚

rocky escarp
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Splines can work well, but sometimes a blessing and a curse. As you set % values - adjusting your splines can move your marks out which is a pain. Also, with a spine-based follow camera, you end up having to eyeball speeds and fighting curves etc. Everyone has a different approach, but for your second example you could start with a static tracking camera, then lerp its position to follow the plane, creating a nice soft handover to the chase. This way you can work in more manageable relative values from the plane, it also means you can adjust the planes anim and the camera stays more procedural.

nova matrix
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@rocky escarp im pretty sure i will struggle a lot with the movement and it indeed is pain to animate things nicely, but will propably try to stick to 2 rails right now, for camera/fighters, and then readjust the values perhaps later on

rocky escarp
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Yeah im sure it'll turn out great. Good luck!

whole niche
quasi cedar
hybrid ferry
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But it's still only changing Hidden In Game. Am I to assume this means that's how it's intended to work?

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It's a huge pain point for me atm >.>

gilded kite
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Hello! Iโ€™m a 3D generalist. I created fan-made music video for the game "God of war" on Unreal Engine 5. This video was created by two people without a team in 2 months
Hope you like it. Thanks for the feedback!

https://youtu.be/QccDcd8sDqc

I created fan-made music video for the game "God of war" on Unreal Engine 5.
Director by: Andy Gener & Eliz Gener
e-mail: andygenervfx@gmail.com
instagram: @andygenervfx
twitter: @e_lizg

Animation/Visual Effects: Andy Gener
Song: Disturbed - Shout 2000

Kratos is one of my favorite characters! I'm waiting for the release of God Of War Ragnarok...

โ–ถ Play video
manic hamlet
fervent cosmos
#

Pretty sure it's all fake after ~10 sec

stiff plume
#

hi, my render movie is freezing, any idea why?

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it launches the instance, renders 1-2 frames then freezes

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tried use seperate process too, but it will stil freeze

frank hazel
#

Hello, is there a way to move a cutscene created in the Sequencer to another location in the level?

ionic jungle
#

@stiff plume Can you check your output log for any errors?

hybrid ferry
#

Though in my experience if you're changing this at runtime via blueprint you're better off setting the Transform Origin in the instance data rather than setting a Transform Origin Actor.

#

Note that this is something you can only see while simulating or playing. If you are looking to see your changes in sequencer while editing I'd recommend either attaching all possessables in Sequencer under one actor so you can move that actor and all your cameras, characters, props etc. move with.
If using spawnables you could do largely the same but use an attach track to attach things to this one actor.

frank sonnet
#

What is your guys workflow for 24fps cinematics? are you rendering UE in 60+fps and then working in a 24fps post production timeline?

lost shadow
#

hi, I might miss something since I do not see my god rays (volumetric) when I'm in camera view. Could you help me?

lost shadow
#

Well it's not about having god rays, then do work in editor

#

I just do not see this when I am in camera sequencer for my RT cinematics in UE 5.1

lost shadow
#

it seems to be the same for all volumetric effects / fog

lost shadow
#

No fog nor volumetrics in sequencer. Any idea ???

hybrid ferry
#

It might be related to the difference between CineCameraActors and regular CameraActors. Could try with a regular cameraActor or maybe try increasing the occlusion depth range on the light.

lost shadow
#

@hybrid ferry thanx i'am gonna check this.

devout fern
#

Left (In editor in level sequence) is my intended results
Right is what renders out and is to dark. How do I fix this?

opal delta
#

https://www.youtube.com/watch?v=C6GNlOUhaXQ

does anyone know how he gets that cape?

Playing around with Unreal Engine 5 for the first time!
Some small cache error is still visible on the character but oh well ;)

Once again showing you my love for moody medieval scenes

Render time: THREE minutes! Yep thats right! THREE minutes. Unreal is really game changing for me!

Music: Howling Fjord by Blizzard. I do not own any rights t...

โ–ถ Play video
gray stream
#

Can I change the camera via bp?

obtuse cosmos
#

Thought this might be interesting for some people on here (stumbled on it randomly):
https://forums.unrealengine.com/t/a-little-lecture-about-the-field-of-view-fov/97471

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(It goes over way more than just FoV)

small acorn
#

Anyone know if there's anything in the marketplace or elsewhere that contains camera shakes (not animations)?

ionic jungle
#

@lyric jolt In the camera settings uncheck 'Constrain Aspect Ratio'

noble stirrup
#

this might me something stupid

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but how do i select waht camera a shot uses?

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like i go to render and its not using the camera i want

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nevrmind

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worked it out lmfao

sinful orbit
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how could i make a semi-cinematic effect like in this clip here? idk if this is more of a #animation or #cinematics question.
i would use this in a 3rd person game, it would start when the character passes through a certain point/volume in the level. camera would start flying in a scripted path toward something (like towards an enemy) that also has some scripted animation to it (like an enemy jumping). after that cinematic the camera would return behind the player and the game would continue.
https://youtube.com/clip/UgkxqdRD6JagZEuleOnCf7hpnMvWbZQz-xwr

YouTube

14 seconds ยท Clipped by Dino Grลพiniฤ‡ ยท Original video "Gekko Battle - Metal Gear Rising: Revengeance Gameplay (PS3)" by GameSpot

โ–ถ Play video
twilit zodiac
#

.0

hybrid ferry
# sinful orbit how could i make a semi-cinematic effect like in this clip here? idk if this is ...

It's a bit hidden but Sequencer (in more recent versions of Unreal) has built-in functionality for this. Someone posted an article on it a few months after I figured it out (and I relate so hard that it's way too undocumented) https://www.stevestreeting.com/2021/10/15/ue4-smoothly-transitioning-between-gameplay-sequencer-cutscenes/

SteveStreeting.com

Sequencer and Gameplay Camera Blending UE4โ€™s most recent tool for making level animations, cutscenes and other cinematics is called Sequencer. I only just started using it this week, and I really like it.
However, I had a lot of difficulty at first with a problem I thought would be extremely common: smoothly transitioning from your normal gamepl...

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So you'd start a sequence with your boss enemy cinematic. But just make sure to have the blend at the start and end enabled in your camera cut track.

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If you're on older versions of Unreal you'll have to put this together yourself using the Set View Target With Blend node/function.

sinful orbit
hybrid ferry
#

Yeah

radiant finch
#

Hello! I am new to Unreal, and I keep running into an issue where some of my cinematic renders get a flickering artifact when there's a lot of small details moving in the frame. I hope it's possible to see in this lowres example video, but the water in the distance gets very flickery. Just wondering if there are any smart techniques to avoid this?

sinful orbit
still prism
#

I HAVE AN ABSOLUTE EMERGENCY PLEASE HELP I BEG
i have never expeirenced this and i have had plenty of disaster recovery expeirence and i cannot fix this

ok so I had a fully fleshed out project and sequencer,
i went to duplicate a group of basic road mesh,

for some reason, sequencer duplicated the mesh like 300x out of NOWHERE

took forever for this to happen.

i went into the undo history, and reverted the duplication

then all the sudden, numerous assets inside the entire project are literally GONE
seemingly deleteing assets at complete random!!!!!! i cannot find any logic for what it chose to remove or not. it literally makes no sense

not in outliner or the map whatsoever,

assets, the cameras, camera cuts,

the sequencer contains many (not all) of the data for assets themselves, but have a strange null icon on the spawnables,

the assets are still contained in the Content Browser and open correctly upon

but when i add them into the project and attempt to re-link or re-assign the sequencer to the assets, the engine crashes

i have tried autosaves of the map,

i have had recovery hub on the entire time and i cannot access any of the recent sessions from this morning or imported sessions from this morning or last friday

i have no idea how to solve this!!!

this is sooooooo many hours of work that i cannot simply just remake

there has to be a way to recover this

please hellllp

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what TF are those null icons in sequencer!

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for example of the randomness

one of theese "wifi" assets i crafted remained, but all else were removed

devout fern
#

Quick question: When rendering a video from the level sequence, I get this white hourglass dot thingy in the middle of my video, what gives?

still prism
#

i solved my problem

wooden nacelle
#

Hi! Is there a way to control focus distance in camera, if I have postprocess volume in my scene, and camera postprocess blend weight set to 0. I want to keep my all my settings in postprocess volume and also be able control focus within camera

proper ledge
still prism
#

but i did solve my problem and have recovered majority of what broke.

i still have no idea how or why it broke. and what bug caused it.

but there was a long ass solution

tight stone
# devout fern

Isn't anything MRQ is doing. If you're not using the "Widget Renderer" pass then it's not a UMG element either.

tight stone
sterile monolith
#

Shot in the dark here, but is it possible for a sequence to interpolate an actor between an arbitrary transform and a transform track's first keyframe?

tight stone
sterile monolith
hybrid ferry
#

Hover over the upper left corner for a tiiiiny symbol to appear, click and drag to the right to create this curve which allows you to blend into the transform track

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The Relative transform track probably has its uses but has always been very hard to understand and hard to predict imo. Since these blends on tracks were introduced I feel like it lost its purpose (or please just give us use case examples in the docs ffs OTL)

tight stone
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Oops, I forgot that was a thing now, I agree

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cc @sterile monolith since I don't think they'll get pinged as part of the original reply.

hybrid ferry
#

Ah thanks. My bad, more familiar with threads on slack than discord.

sterile monolith
hybrid ferry
#

(โ˜ž๏พŸใƒฎ๏พŸ)โ˜ž

grizzled citrus
dry zephyr
#

hii, i have a racing simulation game(all AI no player input) and i want to record the last moments(near finish line) of race and play it back once the race is finished...is there a way to do it..?

vital zenith
umbral harness
vital zenith
high gate
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Anyone else having issues with WPO animation when using MRQ to render out a sequence? More specifically my foliage seems to move at 10x the speed in the output frames compared to in-editor. I've had this issues when capturing in game video textures before so it seems to be a material issue.

dense dirge
#

Weirdly enough, I can't find any tutorials or documentation about how to handle modular characters in Sequencer. Isn't this a pretty common thing?

#

It's annoying having to add an animation track for every single piece of the character

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could anyone point me in the right direction?

hybrid ferry
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Find Marked Frame by Label doesn't seem to work for finding marked frames inside a shot track. Is there any way to search for marked frames in subsequences as well or query which sequences are inside the shot track?

barren forge
#

Do any of you guys know why Movie Render Queue renders do not carry though my bloom and film grain from the viewport? This is what my log says and I have no idea how to fix it.

https://i.imgur.com/6SxodJF.png

rain jungle
tight stone
# dry zephyr hii, i have a racing simulation game(all AI no player input) and i want to recor...

I don't know if there's an out of the box solution. If it's just a few cars you could probably just rig up a system to record their position/orientation each frame and play that back.

You could look at the Unreal Replay system, but I don't think that lets you replay back on the current world without reloading the level (ie: it's not like Overwatch's Kill Cam where it shows you what happened immediately after you die, while the game still happens in the background).

tight stone
tight stone
hybrid ferry
#

Now to figure out why Sequencer assigns a value of 800 to a marker at frame 1... ๐Ÿค”

tight stone
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tick resolution

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24,000 ticks per second at 30fps display rate = 800 ticks per frame, so frame 1 = tick 800

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Which seems like an oversight if the rest of the Python/Blueprint API is returning in Display Rate frames.

hybrid ferry
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Aaaaaah I see. I'll just divide the value by the tick resolution of the master sequence then. Thanks a ton :)

tight stone
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There's functions for converting times (where you pass it the framerate for DisplayRate/Tick Resolution which you can get off the UMovieScene iirc) which does the division for you and appropriately handles sub-frames, etcc.

hybrid ferry
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Yeah I used MakeQualifiedFrameTime and QualifiedFrameTime to Seconds but was getting really weird results because apparently it doesn't expect the frame numbers with Tick Resolution like that

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^so this'd print like 1000+ seconds

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I know I added an extra step by breaking it out into an int btw, might do some refactoring

tight stone
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What number did you plug in for FrameRate

hybrid ferry
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I just got the FrameRate from my SequencePlayer (which SHOULD be 30fps)

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Yeah checked with a breakpoint. Numerator 30, Denominator 1

tight stone
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24,000 is the number it wants

hybrid ferry
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I guess some nodes were made with Display Rate frames in mind and the frame markers weren't.

tight stone
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Or Tick Resolution

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(which defaults to 24k)

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Internally data is always stored at Tick Resolution, the Display Rate is just human-friendly syntax that the UI converts from 24k->30fps everytime it displays stuff.

hybrid ferry
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I get the under the hood logic better so understand where things go wrong now. I guess it might just have been an oversight for Marked Frames to not be converting to that human-friendly syntax (since you DO see that value when right clicking to edit a marked frame)

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You've really saved my ass a couple times now Matt (ใ‚ท_ _ )ใ‚ท

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Aw dangit discord

ancient steeple
#

Is there a way to edit the camera spline path from level sequencer in the world itself? Like add points and move the curve around?

wind cloak
#

Does anyone have any experience creating custom recording sources for Take Recorder? I am stuck trying to find a way to create a new source so that I can record dynamic material instance changes. Any help would be appreciated!! (:

tough junco
#

Is this the right section for camera questions but not for movie/cinematics, just basic aspect ratio question for gameplay

hybrid ferry
#

And/or one of the general channels

tight stone
umbral harness
wind cloak
wind cloak
tight stone
#

I don't think there's a recorder for it, though now that I think about it you probably need to look at the Actor Recorder and make it a property you can record on the actor (instead of a standalone source)

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Since you need the resulting data to be in Sequencer on the object binding created by the actor recording. Same basic principle, just a bit different

wind cloak
tough junco
rapid quail
#

Whenever I add keyframes to my cinematic, the camera does a full 360 spin, it's super annoying, any easy solution? "Use quaternion interpolation" isn't a good solution, it makes the camera choppy, although it does fix the problem.

tight stone
#

There might be a filter in the curve editor to fix it, otherwise you can fix it by hand with the curve editor

hybrid ferry
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^There's an Euler filter built-in for UE5 at least, I expect UE4 as well.

rain jungle
rapid quail
tight stone
#

That's what the filter does for you heh

lean flint
umbral harness
lean flint
umbral harness
# lean flint Thanks for your feedback! I will continue working with it...

hopefully that didn't come out too bad ... I think it's already looking great, and I know from experience how inertial mocap works, and the pain it is to fix some stuff sometimes ๐Ÿ˜… One thing that really never helps here is the non simulated nature of the shirt cloth ... it always makes it look ... well, it looks exactly what it is ... fake ๐Ÿ˜„

#

I bet having him naked or with a very tight sleeveless shirt would help

#

(torso naked I mean)

lean flint
umbral harness
tawdry owl
#

Hello, I am trying to make a cinematic in which fighter planes are destroyed. Can anyone help me with how to use chaos for cinematics? I can do it in game where a projectile is used to cause destruction but I dont know how to use that in cinematic

lean flint
vital zenith
#

UE5 Cinematics, rendering out a few scenes in sequencer and a select few plants disappear. Any thoughts?

rain jungle
#

Are the plants on a sub-level? Maybe the level isn't set to Always Loaded but to BP only. Other thoughts would be a culling thing? It's hard to say without knowing more info.

umbral harness
vital zenith
rain jungle
#

What happens when you simulate or hit play in editor? Are the plants still visible? This would narrow it down if it's an issue specific to Movie Render Queue or your scene itself

vital zenith
umbral harness
rain jungle
#

My other thought might be a collision thing, if it's set to movable and something is pushing it away from camera view?

tulip flax
#

Hey gang! I have a sequence that I am trying to get to seemlessly take me gameplay but right at the transition the color 'pops.' Is there anything obvious I would be doing wrong?

vital zenith
vital zenith
rain jungle
vital zenith
tight stone
umbral harness
proud berry
#

Hi, does anyone have any clues on how to request MRQ render jobs via command line? like for render Offscreen and on the cloud

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want to use MRQ instead of the pre existing level sequence offline renderer as it supports way more features

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note to myself: check 100% of the possible solutions, not just 90% before asking for help
using UMoviePipelineInProcessExecutor as type did the trick without crashing ๐Ÿ™‚

tight stone
#

There's also an example in Python on how to make your own 'advanced' executor that does more than very simple level sequence/config/queue assets

zinc echo
#

Please help ๐Ÿ˜ญ I am trying to record a cinematic and I need to change some parameters of BP_Particle_Fireflies (from free โ€œParticles and Wind Controlโ€ asset)
I activated โ€œRun Construcion Script in Sequencerโ€ and chose โ€œExpose to Cinematicโ€ on a parameter I want to change.
I animated the value of a parameter in Cinematic Sequencer, BUTโ€ฆ
It is not changing in real time when I hit play in Level Sequencer, it just disappears! It appears again when I turn off โ€œRun Construcion Script in Sequencerโ€
BUT! I can see changes when I manually drag my red slider on the timeline. I thought that it is just the problem in the absence of the possibility to play it real time, and I thought that it will eventually render in Movie Render Queue, but noโ€ฆ It renders without changing
I found some answers under this YT video How To Expose A Variable To The Master Sequencer In Unreal Engine - YouTube
and one guy comments a solution to simular problem as mine:
โ€œI found a solution. You have to copy the nodes in the script to the event tick in the event list, so that the Sequencer rendering is the same as the real-time previewโ€

But I still donโ€™t get it. How do I do that? Should I copy from โ€œconstruction scriptโ€ or โ€œevent graphโ€ of my BP to a level Blueprint? Or where? It doesnโ€™t allow me to copy. I am confused, please helpโ€ฆ

rocky escarp
# zinc echo Please help ๐Ÿ˜ญ I am trying to record a cinematic and I need to change some param...

Avoid the construction script. You can set it two ways:

  1. Setter function/event: Useful if you only need to change 1/2 specific parameters. https://forums.unrealengine.com/t/sequencer-setter-functions/265068
  2. Repeater events: You can add a repeater track and pass your values through.
    Though looking at your video im also concerned your niagara system setup, you have some age/life based effects, thats why they are regrowing when scrubbing as the constriction script is resetting the systems. I'd remove the construction script, and if you need age often you'd also add a niagara system life track.
zinc echo
rocky escarp
#

Do you definitely need the blueprint logic? If you can add the Niagara systems directly to the sequence it's much easier to grab the user parameters and they will update dynamically without extra setup

zinc echo
rocky escarp
#

If you don't need it to be a blueprint... Find the Niagara system instead. Drag it on to a sequencer track. Click + Track, add Niagara component. Click + on the component and add your user variables you want to control

zinc echo
rocky escarp
#

Ah thats an older cascade particle system, not Niagara. I'm not sure about that i'm afraid.

#

But you can use the two blueprint methods above if you still need to use BPs

vital zenith
vital zenith
umbral harness
vital zenith
umbral harness
#

take a look at this (I think this might be the one, if not, please search the other vids on his channel) https://youtu.be/Ar3vvygirLU

Learn how to fix foliage issues in Unreal! The first 1,000 people to use this link will get a 1 month free trial of Skillshare: https://skl.sh/williamfaucher11211

In this video we cover how to fix a variety of common foliage issues in Unreal Engine. It's a rather frustrating process to diagnose when these problems rear their ugly head, fortunat...

โ–ถ Play video
#

there's a couple more about troubleshooting UE5 common/light problems

umbral harness
rain jungle
vital zenith
vital zenith
rose ledge
#

So are others having crashing in Sequencer 5.0.3, especially with metahumans and live link face?

rose ledge
#

Here's another issue:
I can't save a recorded live link face performance. (Filed bug)
For some reason it thinks something is related to another level?
Error: Can't save F:/UnrealProjects/CitySubwayTrainModular/Content/Cinematics/Takes/2022-08-16/Scene_1_08_Subscenes/BP_Mother_Scene_1_08.uasset: Graph is linked to object World /Game/SubwayTrain/Maps/Demonstration.Demonstration (AttachParent) in external map

Any suggestions?

barren lagoon
#

hey @tight stone, you seem to have a good technical understanding of sequencer. would you happen to know a way i can detach actors from a parent actor without the transform being completely screwed up as a result? when i deactivate/delete the attach tracks in sequencer the actors go completely away from the position they were at prior.

tight stone
#

Attach tracks are... complicated.

#

You can try using attach rules to set them to "Keep World" or whatever. But you probably also need to cut up any transform tracks so they're not active at the same time attach tracks are

barren lagoon
#

ok so my situation might actually be simplified then, since none of the child actors have any transform keys

#

should i set all of the rules to world or just the detachment ones?

#

hmm, it seems no matter which ones i set to keep world the transforms still screw up when i make the attach track inactive

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now i remember why i despise working with attach tracks ๐Ÿ˜…

tight stone
#

is there another transform track trying to animate the object that's being attached? @barren lagoon

barren lagoon
#

negative, the child actor doesn't have any transform keyframes

umbral harness
barren lagoon
#

yeah this may be the easiest way to go about it, attached and unattached copies. good way to avoid dealing with the complications of transforms, attach tracks, etc. great suggestion mate, gonna put this one to use.

tight stone
#

Tracks have default values, even without keyframes.

barren lagoon
#

gotcha then yes the child actor does have a track just with no keyframes

tight stone
#

Try deleting the track (or trimming the section so it isn't applied once the attach track takes over)

barren lagoon
#

in my case the attach track lasts the entire sequence. i've changed my mind on how i want my scene to play out, so i want to delete the attach track while keeping the actor where it was prior to deletion if that makes sense.

barren lagoon
#

really the issue i'm having is that it's difficult to justify using an attach track, because if you need to delete the track for whatever reason, the transform of the actor gets totally screwed up and you need to reposition it. this becomes a hassle when i have multiple actors in my scene that have an attach track and i'm unsure of a way around this.

tight stone
#

I don't know if it's in 5.0 or just in //UE5/Main right now but there's a "Delete and Keep State" option now in the context menu for object bindings that I think deletes it but keeps the current values (that were applied in Sequencer)

#

It deletes it from Sequencer* but not the world.

steep apex
#

Hi i need some assitance

#

im trying to use stencil layer but that doesnt ork

#

I was told to use Data layers

#

but Movie render queue doesnt allow the data layers

#

only asking for the regylar layers

#

can someone help? sigh

tight stone
#

only non world partition maps with regular actor layers are supported right now

zealous wolf
#

Hi, does anyone know how to get the HUD to render in movie render queue?

With the legacy recorder it's easy, simply tick "show HUD".

However, the only option I've found in MRQ is "UI Renderer" and when ticked (default anyway, it appears), the HUD is not rendered.

Any help would be glady appreciated, thanks in advance.

zealous wolf
zealous wolf
tight stone
#

No the only thing the Game Mode does is hide the pawn, hide the hud, and disable movement. So if a pawn randomly in the shots now, that's why.

#

You can just make your own gamemode and call the function to hide the player but not the hud iirc. and use that through MRQ

#

UI Renderer should get any widgets added to the viewport though

steep apex
#

I donโ€™t understand frankly

tight stone
#

They're two separate systems (Data Layers and Actor Layers). MRQ only supports Actor Layers right now.

#

Which system you use is tied to what type of map it is - Open World (World Partition) uses Data Layers, while persistent-level-with-sublevels uses Actor Layers.

steep apex
#

Yes understood but UE is not allowing me to create a layer

tight stone
#

So yes, the only option right now is to convert the map back to a regular map from World Partition (if that's even possible, I have no idea). World Partition has its own struggles anyways, HLODs have to be built for them to show up in PIE for the background tiles I think.

steep apex
#

Ok it is just a normal map though

#

When I right click to create layer nothing happens

steep apex
#

OHHH

#

youre smart asf

#

I did use open world

#

i just chose a basic map

#

it woorks

steep apex
#

the render is not sleecting the right camera

tight stone
#

Camera Cut Track. But please don't ping people on a new issue, just post it and if someone's around they'll try to help.

steep apex
#

Sorry

#

didnt know it actually notifies

#

does this look out of place?

#

it renders this

#

while the camera is this

hybrid ferry
#

Have a question on overriding sequencer object bindings.
If I have a blueprint based on the Character class with two skeletal mesh components.

Adding this class to sequencer and overriding the binding with the player character (via BP) before playing the cinematic allows one of the meshes to properly take over the changes in Sequencer and play animations assigned to it but the second mesh's animation track doesn't seem to work =/

#

Does sequencer default to the first mesh it finds in the blueprint or something?

hybrid ferry
#

^update: believe this is due to some logic within the class to disable the one mesh while the other is used

valid blaze
#

hey guys, im having a weird problem. im trying to render via movie render queue, i selected my camera but when i hit render the pictures i get are way too far away then the camera i set previously. does anyone know what it could be?

valid blaze
zealous wolf
umbral harness
valid blaze
opal acorn
#

Hi All, I am looking into what may be the best tool to render out 360 (latLong) 4k+ renders from unreal. I see a few ways of doing it, e.g. "Panoramic Capture" or offworlds "360 degree cam". Looking for highquality renders of a sequence, and whichever tool crashes less lol.

velvet thorn
#

I've got a camera that's been converted to Spawnable (for some reason), and "Convert to Possessable" is greyed out. Any ideas on what I might do to make it an option again, and convert it back to Possessable?

tight stone
opal acorn
#

thanks, any idea what these options are actually doing?? I could not find any docs info.

tight stone
#

more horizontal/vertical steps = smaller image (= less time to render, less likely to TDR) though may require more memory. Can get higher quality images in some cases by increasing horz/vert steps (blending will have more samples to work from)

#

History per Pane is required for Lumen/TAA/TSR to work.

#

Also make sure you manually set your output resolution to a 2:1 ratio like 4096x2048

valid blaze
umbral harness
rose ledge
# opal acorn thanks, any idea what these options are actually doing?? I could not find any do...

In this tutorial, I'll show you how to render out a 360 Panoramic Image and or Video natively inside Unreal Engine 5 with no blueprints or plugins!

My Unreal Engine for Motion Graphics course is now out!
โžœ Creating the Unreal Course: http://www.mograph.com/creatingtheunreal
Buy Winbush a Coffee ๐Ÿ˜‰
โžœ Ko-Fi: https://ko-fi.com/winbush
------------...

โ–ถ Play video
umbral harness
#

so, anything that is history dependent, like TAA, denoisers ... Lumen ... needs this to work

final gyro
#

Hello! Does anyone know if it's possible to use an attach track within sequencer ONLY using the position? I have some materials set up to face the camera, but when I attach them, it breaks my material facing the camera effect due to the rotation needing to stay 0,0,0

edit: oh yeah, forgot I can just turn off follow as I am using a spline path attach track! ๐Ÿ˜„

fossil mortar
#

hey, anyone know how to export a scene ( all the models, textures and lights)(Itยดs to make a cinematic render and i need everything), into another project, without changing the settings of the project im importing the scene in? If there is any method pls instruct me

umbral harness
fossil mortar
#

Thank you

paper wedge
#

Anyone know if you can merge/flatten multiple transform tracks in sequencer in to one?

tight stone
main forge
#

greetings:: given a time dilated slow motion sequence, a character's hair is running haywire. can i connect hair to custom time dilation inside the character bp, in order to compensate the simulation speed ?

tight stone
#

The camera controls match physical cameras, you can look up how to control depth of field on a real camera and apply the same concepts to the Cine Camera in unreal

hybrid ferry
#

Have an issue that a sequence crashes Unreal as soon as I open it. What would my best option be here? Was a personal project so no source control =/
Thinking of making a widget utility and copy/pasting the bindings into a new sequence. But all bindings seem to be valid. I guess I could remove all Control rig tracks...? But this is an issue several other people have also had so is anyone aware of a proper fix or better solution for finding and removing tracks/bindings that cause crashing?
Assertion failed: InHierarchy [File:D:\build\++UE5\Sync\Engine\Plugins\Animation\ControlRig\Source\ControlRig\Private\Rigs\RigHierarchy.cpp] [Line: 397]

mint bison
#

Does anyone know how to apply kawaii physics in sequencer? I created the AnimBP and works in editor, but not in sequencer when playing :/

spark siren
#

hello i recorded a level sequence in ue5 then i want to export it as mp4 or something like that, how can i make it

lofty cradle
#

Hi, How can I turn on Animation Sequences with control rig in Sequencer? Or there can be only one?

distant minnow
plain smelt
#

is there a good way to export blender's camera to unreal engine 5?

burnt bone
urban nacelle
#

Hi, I'm new to unreal and was wondering if anyone knew a good video that showed how to make a cinematic in ue5 and implement it into my game so that it goes from gameplay straight ti the cinematic straight back to gameplay?

tight stone
#

You'll definitely want to look up camera blending, and runtime object replacement

sharp oar
#

I'm running into what seems like a noob issue with Level Sequencer, and wondering if anyone has experienced this:

#

I set a level sequencer and cinema camera actor into my level

#

However when I hit play, it goes right into my player character and ignores the cinema camera actor + level sequence

tight stone
#

You need to tell the level sequence to play

echo rampart
#

Hi this might be a dumb question, but in the sequencer, how can I select and move a keyframe WITHOUT jumping my CTI to that frame?

For instance I want to keep my viewport on the last frame, but move a keyframe that's in the middle of the sequence
As you can see here everytime I try to select a keyframe my timeline automatically scrubs to that frame
Because I need to see how the movement of that keyframe will influence the final frame in the sequence

spark siren
#

How can i export master sequence as mkv,mp4 etc.

rocky escarp
sharp oar
unreal grove
#

hi, I was wondering why my movie render queue image looks so different from the viewport? scalability settings are the same, and I have a post process material which is set to replace tonemapping. I'm using the cinecamera's post process settings, not a post process volume

rose ledge
# sharp oar I have the level sequence set on Play, but for some reason my character is takin...

You have to setup a blueprint to trigger the level sequence to play.
https://youtu.be/bgDXZa5MVCw
https://youtu.be/FOS9FMbUtq0

This quick 1min video was created in response to a forum question asking how to trigger a sequence to play in response to a keyboard key being pressed. This quick demo shows how to setup a simple Level Blueprint to perform this task.

โ–ถ Play video

Hey guys, in today's video, I'm going to be showing you how to create a beautiful cinematic cut scene for your game in Ue4. You can trigger it and have it play in your game and prevent the player from moving, if you wish, while it is playing.

The Environment Set used In the video. It was free when I got it, and it may be free again for a limite...

โ–ถ Play video
rose ledge
# urban nacelle Hi, I'm new to unreal and was wondering if anyone knew a good video that showed ...

Hey guys, in today's video, I'm going to be showing you how to create a beautiful cinematic cut scene for your game in Ue4. You can trigger it and have it play in your game and prevent the player from moving, if you wish, while it is playing.

The Environment Set used In the video. It was free when I got it, and it may be free again for a limite...

โ–ถ Play video
rose ledge
# spark siren How can i export master sequence as mkv,mp4 etc.

There are limited video exports from sequencer. If you've enabled Movie Render Que in plugins as well as apple prores plugin you can output as prores.
Otherwise you'll need to render a sequence of images (jpg or png) and import those into an editing program which can treat them as moving footage and output video.

tight stone
#

You can also use the Command Line Encoder option in combination with ffmpeg to get access to anything ffmpeg can do

pale blade
#

Anyone come across this problem when rendering out with MRQ using DX12? Assertion failed: Size > 0 [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp] [Line: 345]

pale blade
#

This is what GPU related stats show

tight stone
#

You're probably OOM, watch your GPU memory usage in Task Manager's Performance tab while rendering

pale blade
#

It seems related to the landscape so I'll have to see if I can improve performance through that

frigid stone
#

Friends, for some reason, I can't put animation tracks onto the same track for a skeletal mesh on sequencer in ue5.01. Does anyone know how I can keep the tracks on the same track?

tight stone
# pale blade

Add the Game Overrides setting to the job and set Texture Streaming to "Don't Override" too. Might have blurry textures in final frames though.

sleek kiln
#

Is there any way for me to get this blueprint to play in game? I'm trying to move an object along a spline by using some logic in the construction script. I can't get this trigger though, can only hit play in the editor.

round storm
spark siren
#

Guys, I need help for my issue.
when i turn the camera about 10-20 degrees. It tries to turns around instead of 10 degrees

#

how can i fix it

tight stone
#

Use the Curve Editor to fix the curves

ornate geyser
#

Howdy CineFam - Im curious if anyone is aware of a way to take a set of baked keys that were recorded in world space, and convert the same sequence to locally offset keys relative to a parent (like a locator)

I.E. - Locator Transform (constant) + Recording Frames' Offset = Raw Recorded Transform Data

barren lagoon
#

hey folks, i'm having a strange issue where animation sequences on my actor blueprints simply do not work specifically when i have the actor blueprint placed in a sublevel. if placed in the persistent level however, the animation sequence plays as intended in my level sequence.

what's even more strange is that i was not having this issue just a couple of days ago. i saved and exited my editor one night with no problems and the next morning for absolutely no reason the animation sequences quit working on all of my actors.

i'm desperate to resolve this issue as the cinematic i'm working on contains dozens of actors and replacing all of them one by one with skeletal meshes and various parented properties would be a massive time sink and organization nightmare that i can't afford. any and all help would be massively appreciated.

teal steeple
#

anyone using the path tracer in 5.0.3? i noticed my materials get "stretched" in a liquidity way when i enable it, but theyre fine in lumen

tight stone
rugged pivot
#

anyone know if its possible to load up a savegame after a sequencer cutscene was played?
The sequence contains materials/meshes changes which i would like to restore, but not playing sounds/particles etc.
wondering if theres a way without having to replicate all changes manually

gusty heath
#

Hi! I made a Intro sequence, and I want te player to be able to skip it.
This code works, the scene is skipped. But now I can't jump anymore, because that is also used with Spacebar. How can i get my jump functionality back?

rugged pivot
#

consume input*

gusty heath
rugged pivot
#

the red Space bar thing

gusty heath
#

ooh perfect!

#

Hmm, it doesnt seem to work tho

#

Never mind it works!

gusty heath
tight stone
barren lagoon
# barren lagoon hey folks, i'm having a strange issue where animation sequences on my actor blue...

one thing i forgot to mention is that i am using 4.23. yes, i know it's an older build but i'd still love to find a solution to this if possible.

i came across some new findings after hours of testing. my issue appears to be related to sublevels. if the animated blueprint actor is in a sublevel, it will not be animated. if the actor is in the persistent level however, the animation sequences work just fine on the actor. another oddity i found is that all i need to do to fix the animation on the blueprint actor if it's in a sublevel is to simply compile the blueprint... that's it. however my short film contains lots of different blueprint actors so it'd be less than ideal for me to have to do this for all of them every single time i open my editor.

once again if anyone knows a solution/workaround for this please let me know, been stuck on this issue for days ๐Ÿ˜•

umbral harness
barren lagoon
umbral harness
barren lagoon
#

i tried giving that a shot as well but it crashes my editor so that's a no go as well

umbral harness
#

๐Ÿ˜ฌ

viscid dragon
#

Did anybody tried using Oculus quest 2 as remote camera for Unreal Engine? I've been trying to use it but unreal engine does not detect my HMD/Controllers. I've followed this tutorial, Please help me if you know anything regarding this.
https://www.youtube.com/watch?v=w2LR9TZfdz4

In this video you'll learn how to use your Oculus/Meta Quest 2 (or mostly any VR headsets) as a virtual camera for virtual production inside UE5. This can be really helpful for both real life virtual production and for cinematics in Unreal, as it allows you to send real-time accurate tracking data into your scene, giving you nice and crispy real...

โ–ถ Play video
lean flint
latent elk
#

hello I created this main menu idea using the Forza horizon 4 music along with a few logo's from the internet and UE5 I just want to see peoples opinions and what they like and don't like about this video so I can work on it in the future. ๐Ÿ™‚ https://www.youtube.com/watch?v=uBJakyBLvHY

hello every one just another video with an idea for a main menu for Forza horizon anyway thanks for watching and maybe consider subscribing!!!
have a good one and stay safe :)

โ–ถ Play video
tranquil bramble
#

Does anyone know if it's possible keep the level from playing in the Movie Render Queue? I have a sequence that looks fine when I just play the sequence, but some things happen when hit the play button for the level that I don't want to happen, and it seems like the MRQ automatically starts the level playing when you render.

tight stone
#

So if you make your level triggered by a custom default gamemode, then that won't be set when rendering and thus things won't get triggered.

noble kraken
#

how can I save the suns location in a sequence ? IF I move it it changes on all sequences

umbral harness
noble kraken
umbral harness
#

some actors don't add a transform track by default... I'm sure there's a rule, but I don't know what it is ๐Ÿ˜…

rose ledge
# noble kraken how can I save the suns location in a sequence ? IF I move it it changes on all ...

One overlooked tool in sequencer is under the Pencil tool icon. By defaults it's Allow All Edits. That allows changing anything but the only changes being recorded for your current level sequence/shot is what you've already added to the sequence. Anything not in sequencer will be changed for the level.

That means if you want to do multiple shots such as different times of the day, or different fog, etc. if those items aren't all in each level sequence, each change will affect all shots.

If you're happy with the level and want to deal with each shot as something that can be fine tuned like you do when really filming. (i.e move a prop, make tweaks to background, adjust fog for a specific shot, etc) select Allow Sequence Edits Only.

Now you don't have to worry about changing the entire sequence of shots. any change you make is automatically added to the level sequence under Autotracking Changes. So if you want the light source a bit warmer for a shot just change it and it iwll only be warmer on this level sequence.

umbral harness
ruby hearth
sinful portal
devout moth
#

Does anyone know how to properly setup an audio track for a dynamically created sequencer?
My sequencer is pawned with 'Create Level Sequence Player' node. If I just add audio track in sequencer window and add an audio to it, it doesn't work. If I convert an audio in level to a spawnable track, then it kinda works, but editing attenuation disables the audio for some reason. If I add a sound cue to a spawnable audio track, then it is ok. I can edit attenuation of the cue. But it is very weird that I have to add a sound cue to a spawnable audio track which I converted from a sound cue to. I am not confident if it is a correct way.

ruby hearth
spark arch
#

I'd be curious to know what some of you think is the best practice when animating the player pawn in an in-game cutscene with Sequencer. I was thinking that when the level sequence is triggered, the player controller input should be disabled, and then the level sequence takes over and animates/translates the pawn at will - once the sequence is over, the player regains control. Or is it better to hide the pawn and use an "imposter" pawn model for the cutscene (I suppose you could use a higher resolution character model that way).

supple quest
#

how to activate a camera? i made CAMERA but when i play i dont see through it

spark arch
supple quest
#

im not working with anything i jut placed a camera in a block component and want to see
it

#

@spark arch

spark arch
#

You can pilot a camera actor by clicking on the view mode button (where it says perspective) and choosing the placed camera. Note that this moves the camera's position when you fly around. If you hit play, you will not look through that camera however. If you want the block to be a playable character (pawn) I'd suggest you look up some Tutorials on that.

supple quest
#

not realy a character more of a bullet if you will. for now i just want to add a force and it does that but i dont see it

umbral harness
supple quest
#

yes but i just need help with activating the camera

umbral harness
#

as DigitalGreenTea said, you need to search on character/pawn... you can have a player pawn that doesn't respond to any controls, that would be your bullet maybe

#

but again, wrong channel

supple quest
#

oh sorry then

umbral harness
#

no need to be sorry, it's just that you probably won't get the best help/advice here ๐Ÿ˜‰

#

if, on the other hand, you simply want to have a cinematic, be it for a cutscene or for rendering, of a camera "riding" a bullet, then again, as DigitalGreenTea first said, you should create a sequence, add the "bullet" and camera to it, attach the camera to the bullet, and press that icon as he showed ... that will have th eresult you want

#

(you probably need to research a bit more if your bullet moves with physics thou)

mortal portal
#

Hi there! Does anyone know why my DOF isn't working properly on random edges and they still look super sharp? Here is one example, it's happening in a lot of my cinematic shots. It seems to mainly be that edge too, a few others but this one is the biggest problem.

#

the edge im talking about is the bottom area going across, right avobe the green

#

it looks like my fog system is causing this problem. Which is odd cause other objects with hard edges like that aren't having this rendering issue

rocky escarp
mortal portal
mortal portal
#

nvm thank you! it seems like I was in the wrong mat for the fog. This worked I appreciate it

umbral harness
mortal portal
umbral harness
echo rampart
#

Hi please can someone help. I have an .fbx animation that is 60 frames long but my sequence is 100 frames long.

Currently when the animation ends, it loops which I don't want. Basically after the animation ends I want it to remain static for the 40 frames that are left in the sequence, rather than looping or resetting to it's original position which it's currently doing
Basically if I extend the animation in the sequencer the animation changes postion and loops. So i somehow need to extend the frame range of the animation

#

I think here is the problem because the anim has a set frame range so how would I extend this frame range?

#

I have even set my range manually and reimported but still it shows that my .fbx animation range is only 65 frame long

umbral harness
halcyon pond
#

Im testing out some physics cinematics using the sequencer, right now I have a simple cube falling due to gravity and colliding with the floor. However, it falls twice as fast when its at 24fps than at 12fps, I would think that even though there are twice as many frames in the 24fps render, its physicsStep DeltaTime would be half as much resulting in similar animations? Or does the sequencer not do this by default?

severe python
ruby hearth
severe python
ruby hearth
# severe python Yea man iโ€™ve been waiting for something like that!! Iโ€™m mainly a music producer ...

More Time-Saving Features are still under development. I want unreal engine to be the go-to tool for quick and easy Audio Synced Videos. Animated Guitars, Grand Pianos... Metahuman MIDI Control Rig Drummers... and more. Tag the plugin in your videos if you don't mind spreading the word, attribution is not required but it goes a long way to supporting the plugin development... Have fun with it ๐Ÿฅณ๐Ÿ‘

ripe vigil
#

I created a flag using the cloth simulation tool, however, when rendering my scene out with anti-alias the flag speeds up and distorts. Does anyone know how to fix this issue?

severe python
ruby hearth
umbral harness
sinful portal
ruby hearth
# sinful portal Already started using this ๐Ÿ™Œ๐Ÿพ Saving me so much time and I just started lmao. ...

Glad it's working out as intended! Send me your work once done and we'll post about it on the blog!!

Tip: Play with Custom PlayHeads. EG, the system will broadcast a MIDI Event 1 second before it actually happens if you add 1.0 to the array(or any amount of seconds) ... This means you can start reacting 1 second earlier... perfect when you want to time a specific keyframe on your animations with a MIDI Event.

tight stone
umbral harness
sinful portal
#

I haven't dealt with guitars yet, but I'll ideally have it trigger transforms on the strings for each note played. I'll be doing the same with the piano keys.
For drums, I'm using it to trigger transforms for the shells. So every time the snare midi comes up, it'll shake the snare drum a little bit.

umbral harness
#

oh I see ... from @ruby hearth 's comment up above, I was thinking this was able to also help on positioning of the character's hands ๐Ÿ˜…

ruby hearth
umbral harness
#

if a control rig is involved ... in combination with mocap, positioning might be the only important thing ๐Ÿ˜…

ruby hearth
# umbral harness if a control rig is involved ... in combination with mocap, positioning might be...

Yeah this part/problem has more to do with animation techniques than the MIDI Engine plugin. This means anyone who is a pro at working with CRig and procedural animations could probably do it themselves from here. I'm just building a template or starting point cause I know it can be challenging and a lot of work...so that artists can focus on laying out the scene and not the complicated technicalites of CRig and Animation Blueprints...

umbral harness
grand mist
#

so I kinda hacked together a character via a blueprint so I could use the Metahuman face. The metahuman BP is essentially a child actor on the character blueprint. Iโ€™m trying to see how I can add animations tracks in sequencer for that child actor so I can swap and use different facial animation takes in the sequence. However I seem to be unable to add any animations tracks for that child actor. Anyone have any suggestions?

umbral harness
#

child actors ๐Ÿ˜…

tight stone
mortal portal
# umbral harness nice ๐Ÿ™‚ what SSS model do you use? If I may ask ๐Ÿ˜…

sorry missed this question! What do you mean by sss model? As in what method? If its that, i actually just make a simple material with subsurface and add a color that fits. Usually I use a thickness map as a mask to drive the sss in the areas in needs the most. This character is a bit more of a fish so he is over all translucent and I didn't use a thickness map for masking.

umbral harness
mortal portal
#

just subsurface ๐Ÿ‘

umbral harness
#

ty ๐Ÿ‘

wintry folio
#

hey guys, I have an animation with root motion and trying to loop it in sequencer, but on end of each animation root location is reset to start of animation.
was searching, didn't find any solution PepePain
anyone knows how to make it work?

#

for reference Im trying to achieve "loop" mode, but can implement only "ignore"

royal whale
#

Hi has anyone had an issue where mrq is rendering out images with a faded 1 pixel border?

grand mist
tight stone
wintry folio
river elm
#

First time trying cinematic animation! Lemme know what you think๐Ÿ–ค

tight willow
#

Anyone know how to solve a problem where playing a level sequence changes my pawn's ControlRotation? For example before playing a cutscene, my player's camera is facing forward, but after playing a cutscene and returning to my player's camera it's now facing down instead of forward.

frigid stone
#

does anyone know why my spawned cameras disappeared from my sequence? I know i can bring them back but i have to go by individually and re-add the cinecamera parent. I have 100+ cameras so i don't wanna go by one by one. But also i don't know why they are all gone now!

tight stone
#

That's weird. Were they a custom blueprint? Did you change the blueprint?

tight willow
#

Is there any way I can detect if a sequence is playing? Something like IsAnyLevelSequencePlaying?

royal whale
royal whale
solemn cosmos
#

Hi All - This problem seems to pop up every once in a while:

Editor Viewport vs Movie Render Queue colors don't match. Any advice?

tight stone
#

@solemn cosmos do you have post process materials on your volumes

fiery spindle
#

Hi Guys, I'm working an a car configurator in my spare time and am currently in the process of creating a cinematic to showcase the final configuration.
I created a "Master" Level Sequence in which I then place the different "shots". The shots are Sequences with the cinematic camera animated.
The "Master" level sequence also contains some keyframes for the scene lighting and the LED screen background position (moving it into frame, when cinematic starts).

For some reason, the cinematic is incredibly unstable. I've had the editor crash 30-40% of the time when trying to play it. When it plays, the first shot seems to be ignored and the other two shots are (sometimes) offset so that they clip through the car. Very odd.

Have I set something up in a way that its not intended, that could be causing these issues? Would appreciate any help I can get! ๐Ÿ™‚

Here's also a screenshot of my "BP_Cinematic" Blueprint. On Startup, It plays a sequence which animates lights and camera position before the app is "ready to use". Then, when the user clicks the UI button on the far right, it plays the custom event "Play Cinematic".

#

Also, if anyone has any tips on how to get sharper reflections from the emissive LED wall, that would be fantastic (its using a media player+texture)

#

And here's a screenshot of the "Cinematic" Sequence

rocky escarp
fiery spindle
rocky escarp
fiery spindle
fiery spindle
#

I want the sequence to loop until the user exits it and the scene goes back to the default bright Studio lighting

rocky escarp
fiery spindle
rocky escarp
fiery spindle
rocky escarp
#

You would need to integrate it properly, but you get the basic idea

fiery spindle
tranquil zephyr
#

A question on volumetric clouds. More specifically just rendering. I have made custom vol clouds with the extra engine attributes and also tried uds. Both seem to not remain consistent when rendering with mrq. Meaning closed change shape or are moved elsewhere in renders. Any ideas as to why they donโ€™t appear the same in renders to the viewport?

verbal oyster
#

Hello! How can I print the # of the frame in the console when playing the sequencer?

I tried with "GetCapturedFrameNumber" But it always return 0.
So I found a node called "GetCurrentShotFrameNumber" but it asks for a Movie Pipeline Object Reference in the input. I have no idea where to get a reference to that unfortunately...

So how would you guys do to print the number of the frame in the log?

still prism
#

Hello!! So I have a niagara beam tracking a bone socket and am getting this after image on the vertical beams. Seems that once the sub sample hits zero. It doesn't automatically update location immediately and takes 1 spatial sample our of 6 to update.

Is there a way to solve this?

It is causing an after image making it seem like 1 strong beam and 1 weak beam

knotty totem
#

Hi folks! I've got an object in a cinematic with a complex series of transforms (a baked physics sim)- so I want to control the overall position/rotation using a delta or a parent actor, similar to how I would in Blender. However whenever I can't make a parent actor with the same origin point as my object meaning its useless to control rotation, and I can't seem to find an option to add delta transforms to the object. Does anyone know how to solve this?

knotty totem
fervent shale
#

Am i the only one not having apple video option anymore in movie render queue ? I had it in last project under ue 5.0.1 too

keen obsidian
#

hey ppl!
I'm trying to export a cinematic camera video time-line, but when I do export, the green screen animated actor that I have in the scene gets deleted, and it's not rendered in the video.

#

is this a UE4 bug or am I doing something wrong?

frigid stone
#

Hey y'all, does anyone know about a glitch were spawned cameras in the sequencer are broken?

#

I open the sequence but all my spawned cameras are no longer being spawned correctly, and it's all red

fiery spindle
# rocky escarp You can spawn a sequence player when you click 'play' then destroy it when the u...

@rocky escarp What is the "Sequence Actor" variable you seem to have added to your example?

I removed the sequences from my level and it seems to be more stable. I also noticed that my first shot was behaving weird, because I seem to have deleted the "Camera Cuts" Layer from that shot, without knowing what it does. I added it back in, and now the shots al behave as expected.

Regarding Looping, I can see the "Settings Loop" option and was able to pull out a "make sequence loop" node, however, I cant figure out out to loop it infinitely until the user presses the "StopCinematic" button :/

fiery spindle
rocky escarp
# fiery spindle

You can right click the setting loop pin and expand it, if you donโ€™t want to add that separate node. Infinite loop is -1 if I remember correctly.

gusty heath
#

Howdy, Iโ€™m just wondering how you would make a gameplay event with a sequence.

For example like โ€œCall of dutyโ€ where your able to look around in a flying blackhawk helicopter then when you get to your location it takes control and forces you to rappel down the helicopter then once youโ€™ve landed youโ€™re in control of the gameplay?

#

If that makes sense ?

sinful portal
#

Hey all! I'm working on creating a midi controlled Grand Piano, and I'm running into some syncing issues. I've gotten the Piano to trigger the rotation for all of the keys based on midi notes (via Sequencer and a Blueprint), and added an audio file to my Level Sequence. The problem is that, although they start off in sync, the transforms being driven by the midi data slowly desync from the audio (which is playing at the correct speed). Any ideas on what's causing this, or how I could resolve? Happy to share any more info needed if it will help!

#

Discovered the midi data itself is what's desyncing. I'll have to dig into it more!

#

Figured it out ๐Ÿ˜…

fiery spindle
rocky escarp
fiery spindle
#

@rocky escarp And how do I add the actor node? Im stil pretty new to UE and trying to wrap my head around all these new infos ๐Ÿ˜’

rocky escarp
fiery spindle
#

Oh, I can actually just search for it, I thought it was a variable that needed to be created, my bad

#

Or no, sorry my mistake

fiery spindle
#

I have this, but Im, sure its wrong

rocky escarp
# fiery spindle Correct

Drag off the blue pin from the โ€˜create level sequenceโ€™ node. Youโ€™ll see the option at the top of the menu to create a variable of this type. Saves you having to manually search and add it via the variables manually.

#

One is a reference to the sequence player, the other is the actor. You can just store the actor.

fiery spindle
#

So the variable I created isnt wrong?

rocky escarp
fiery spindle
#

Hmm, I cant seem to be able to connect the two pins

rocky escarp
#

If you drag off โ€˜out actorโ€™ and set it there, youโ€™ll know for sure. You want the actor pin, not the sequence player pin.

fiery spindle
#

I referenced the top option. Is that the right one?

rocky escarp
#

Itโ€™s probably level sequence actor (halfway down)

fiery spindle
#

Hmm still cant seem to be able to set it correctly

rocky escarp
#

Iโ€™m not at a computer, but Iโ€™ll check later and let you know for sure. One is a sequence actor, the other is a sequence player.

fiery spindle
#

Thanks, I appreciate the help!

rocky escarp
#

Honestly the best way to tell is just drag off the blue pin and create the variable there. It will give you the correct one without needing to find it

fiery spindle
#

These are the small details that keep confusing me. In general, I understand the concept of what we're trying to do, but then its these tiny details that keep getting me stuck ๐Ÿ˜’

#

"Promote To variable"?

rocky escarp
#

Thatโ€™s it

fiery spindle
#

For some reason, it doesnt play the Intro Sequence correctly anymore, and the Button that should trigger the cinematic, also doesnt work ๐Ÿง
Does everything look alright here, or am I missing something obvious? o.O

#

Ignore the intro sequence issue, I didnt have it selected in teh node...

#

Im getting this error though

rocky escarp
#

You havenโ€™t set the sequence on begin play. You need to assign one.

fiery spindle
#

Yeah I noticed that one too๐Ÿ˜“ Still trying to figure out why the cinematic wont play though ๐Ÿง
My UI Button is sending to the Event "ToggleCinematic"

#

Which is going through a branch

rocky escarp
#

You probably want autoplay on the cinematic too otherwise it wonโ€™t play

fiery spindle
#

That was it!

#

Holy Moly, it actually works like intended. Stops and Plays the cinematic at will. Youre awesome!

#

Now I just need to hide the other UI buttons while the cinematic is playing, But im pretty sure I can get that done myself ๐Ÿ˜‰

#

In fact, I might actually make the Cinematic button a seperate UI Widget and then destroy the main UI while the cinematic is playing ๐Ÿง

#

My initial idea was to do it all in one UI widget and select all UI buttons and somehow hide them when the button is pressed (toggle visibility via flipflop or something along those lines), but that seems overly complicated

rocky escarp
#

Something for another day... Try not to use โ€˜get actor of classโ€™ every time you press the button if you can avoid it. Probably doesnโ€™t matter in a small app, but itโ€™s a good idea not to search like this. Youโ€™d be better storing a reference to it once, then just using that reference to toggle the event. Take a look at player controllers at some point down the line.

fiery spindle
#

I have this "UI Builder" BP which i could probably use to delete and create the different UI layouts for the Cinematic vs Main Interface

#

Alrighty, cheers

rocky escarp
#

Yeah I donโ€™t know loads about UI but you can easily add, remove and hide layers. Should be straightforward if you break it out to itโ€™s functional parts.

fiery spindle
#

Sorted it out.
Function toggles the visibility, and Clicking the "Play cinematic" button triggers the function.

ruby hearth
#

I don't mean to cross-post but this channel seems more active and relevant for sequencer...

How can you control some bones(or controls) with sequencer WHILE leaving other bones to be controlled by the Control Rig Component within the BP of the actor added to sequencer...

From what i've tried sequencer will override the Control Rig Component result, which makes sense, one is going to override the other but how can i strip control from sequencer for only specific bones. Muting the keyframe tracks doesn't work.... You can't delete a single keyframe track, the only option is deleting the section which will nuke all keyframe tracks(bones)

ruby hearth
gusty heath
#

there is we just havent found it yet ๐Ÿ˜‰ /s

ancient steeple
#

any udea why my level sequence objects are disappearing when the level sequence ends? i am using the take recorder (theyre set to spawn) so at the end they all disappear even tho in properties EDIT i set them to KEEP state at end

sinful portal
sinful portal
#

Good to know! I'll definitely check that out (and see if I can't get Reaper to export correctly).
Your plugin has been absolutely fantastic ๐Ÿ™Œ๐Ÿพ Within the next few weeks I should have a grand piano, drums, an electric guitar, and a bass guitar all midi ready ๐Ÿ˜

ruby hearth
sinful portal
olive mulchBOT
#

:triangular_flag_on_post: Aubrey#1910 received strike 1. As a result, they were muted for 10 minutes.

pulsar willow
#

Hi, I'm trying to use a trigger event (PlayMusic) in sequencer to play a sound inside a blueprint but it won't work. (works in Simulate though) Any help would be appreciated.. thanks in advance.

tight stone
#

Blueprint code doesn't run in the editor by default, you need to enable "Call in Editor" on the events

#

But even then that probably won't work in this scenario, as audio components may not support playing in the editor.

subtle idol
#

Anyone know why only once every 10-20 renders my character IS Not hovering above the ground? It seems completely random, but I feel that I must be missing something here

#

This only happens during render...It does not do this at all what so ever when playing from the editor

tight stone
#

Does he have a collision volume that might be fighting the sequence position?

magic acorn
#

eyo, noob here. Im tying to render in movie render queue but my particles arent showing up

#

how it should be

#

this is how it renders

tight stone
#

You probably need to set some engine warm up frames and then check "render warm up frames" in the AA setting

magic acorn
#

yea i have the particles rendering now but it has a motion blue to it. ive increased sample size so we'll see how it goes

magic acorn
#

this is how i want it to look

#

with the particles just still

#

but the render has "trails" since they move and they blur

#

and end up like this

tight stone
#

Then you need to change your particle emitter to not have motion?

#

Or change sequence framerate to be really high and animate the camera to move really fast

magic acorn
magic acorn
tight stone
#

Not sure ๐Ÿ˜ธ , I didn't make the particle system (nor do I mess with them)

#

But the expectation that they don't move while rendering isn't valid unless you've done something to the particle system to make them not move

#

Rendering is just a Play in Editor session running the game.

magic acorn
#

yea i just cant figure how to get it right haha

#

T_T

#

thankyou tho haha

modern orbit
#

How do I render single image? Something like screenshot from camera would work.

tight stone
#

Make a single frame long camera cut in Sequencer and render it like a movie through MRQ

civic granite
#

Sometimes when I update my sequence all of my camera cuts start to update their thumbnails, I have over 80 camera cuts so this starts to take a wile, is there a way to disable this update?

tight stone
#

You can turn thumbnails off. Right click on the shot track, go to the thumbnail line, then uncheck Draw Thumbnail

subtle idol
#

There is something super janky going on with sequencer and renders though

#

it seems that the actual location of things placed in the world is effecting the location of them during renders even if in the sequence it's show it to be exactly where it's supposed to be.

#

Keying their location doesn't have an effect

#

Never mind, seems to be some bug between sequencer and the actual positioning and setup of things in the outliner/world

#

If it's not attached to the character/object in the world but it is inside of sequencer then when you render the scene you won't see it because Unreal will place it incorrectly

#

I love the disco color theme Unreal has introduced to the engine....

#

A real improvement if I ever saw one

unborn storm
#

im like really new to unreal engine 5 animating, how do i pan a camera up (like it starts off from the ground and pans up to the characters)

subtle idol
#

Just move it and set a keyframe, sequencer will interpolate movement between them

hybrid ferry
subtle idol
#

Although at one point I did try using them because the issues I was having

#

I finally got to the bottom of it though I know exactly what causes it

#

There is in fact a janky bug in UE5 between Sequencer Renders and world placement

#

It doesn't surprise me actually

#

I've found my way around about 20-30 Sequencer bugs most of which involved Control Rig

unborn storm
subtle idol
#

That will auto set keys

#

anytime you change anything

#

there may be a key binding but I'm still learning

unborn storm
#

oh ok

subtle idol
#

Check editor preferences

#

most key bindings are there and you can also set them too if I remember correctly

unborn storm
#

alr got it tysm

subtle idol
# unborn storm alr got it tysm

Yeah no problem, I've working my way through one bug after another. I've learned how to get around pretty much every bug in UE5 so far. So if you happen across any just ask.

#

I was the one that found a solution to the IK Bone Bug where UE5 was breaking Virtual Bones after retargeting

#

Just so you know it's simple...just export the animation and re-import with new source lol

unborn storm
#

nah its mot am isdue abt bugs, more like abt how I literally have pretty mhch zero knowledge

subtle idol
unborn storm
#

sounds like ill be havibg a hard time with ue5

hybrid ferry
#

UE5.1 should be releasing soonish which will hopefully make things more stable

tight stone
#

s is the hotkey for keying transforms fwiw

#

Otherwise you'll want auto-keying on (for when properties change), or click the key icon in teh details panel.

subtle idol
echo wolf
#

Hey guys,
I have a blueprint with a custom event that does ocio conversation from a MediaTexture to a RenderTarget. It is set up on a repeater event track in sequencer. The MediaTexture plays an image sequence from the media track.

All is good and working, EXCEPT the renderTarget is late by 1 frame.

Iโ€™m out of ideas on how to fix this.. is the repeater event being called too early? Is there a way to delay the event to end of frame evaluation?

sinful portal
#

Weird issue here. I made a MIDI triggered grand piano, that rotates each key a specific amount when ever the MIDI note is played (which changes based on the velocity).
All works great in the editor!
However, when I export using the Movie Render Queue and add extra AA samples, the keys are rotating MUCH further than what I programmed and what's showing in the editor. Any ideas what's causing this or how I can work around it?
Picture for reference on the rotation

#

Key Start is where the rotation is initially applied

#

And an example (the keys should be going half this distance down)

#

Actually looks like this is applying to the hammers as well

sinful portal
#

The quick fix was to add a velocity multiplier to bring the velocity down for exports, but I'd love to find a solution that can remain consistent between the Editor and renders

knotty totem
#

Has anyone encountered jittery animations when importing animated alembics? When I import my alembic and play the geocache in sequencer there is a subtle jittering, especially where the material/UVs don't seem quite fixed in place. It's quite subtle but makes the render unusable unfortunately....

EDIT: Seems this issue resolved when I changed the Geometry Cache compression settings on import to highest possible quality...

karmic flume
#

Here is my new unreal engine scene , what you guys think i should improve in it thinkingthinking , i am little confused about my compostion

rose ledge
#

One thing to consider in scenes is what is the point of the shot and any camera move?

sinful portal
karmic flume
subtle idol
#

With Movie Scene Capture it seems that choosing an Ending frame is bugged out...it actually keeps recording for several seconds past the end if I choose the end frame...either that or it's counting the frames of the render and not the sequence

#

I think that's actually what it's doing. A bit counter-intuitive though that it would work like that.

#

They should add that to the tooltip to help prevent confusion

tight stone
#

Why not use Movie Render Queue

vital zenith
orchid blade
orchid blade
# karmic flume

Its good. Gives the impression of abandoned and something sinister going on or about to happen. The lighting looks a little flat to me...

vital zenith
echo wolf
#

Is there a console variable to disable rendering of the Image Plate in movie render queue settings?

hybrid ferry
# orchid blade hello. Looking for some feedback on this cinematic. What's good, what's not. Is ...

Some polish on VFX and animations could be useful but in terms of cinematography pretty good. I was a bit narratively confused though.

I assume 36 seconds in the soldiers were closing in on the girl? You might be able to clarify that and increase a sense of tension by having multiple cuts between the soldiers and the girl. For example first a shot of the soldiers feet rushing through the hallway ("A group of people in a hurry? Wonder who these are..."), then to the girl in the temple, back to soldiers showing their guns ("Gasp! They have guns. Uh-oh") then back to the girl with the over shoulder shot, then to the soldiers revealing them in full "Ah a group of soldiers, probably going after that lady" and maybe ending on that over the shoulder shot but her suddenly looking behind her "Did they arrive? Did she hear them?"

Just in general feel like it's narratively a bit unclear to me atm. But the shots are all fine and nothing too jarring (just needs some polish some areas).

orchid blade
#

@hybrid ferry 3hey thank you for all the feedback. Its very helpful. I think I'm still working out the story myself ๐Ÿ˜… Just spent the last couple of hours writing it down. I also made it a bit vague on purpose just to avoid commiting to an idea before I really worked it out.

orchid blade
hybrid ferry
karmic flume
#

My 2 months of experience in unreal engine in 12 seconds ๐ŸŒž๐ŸŒž

karmic flume
#

I also created something new today check this out .

daring crest
#

am I right to assume that my only concern for cinematics is having enough VRAM?

karmic flume
orchid blade
orchid blade
daring crest
#

Isn't avi, like, not good?

#

Also yeah, I wish I had larger SSD to put Unreal there, waiting times can be quite something...

orchid blade
orchid blade
#

It means I am moving projects around a lot...

orchid blade
#

This is a composition I did today. Happy with it so far. I'm putting together a cinematic. Putting some kitbash3d assets I've had for awhile to use. https://www.artstation.com/artwork/03bk98

ArtStation

Still a w.i.p.
I'm aiming to put a video up on my youtube channel soon. Made with Unreal Engine 5, kitbash and marketplace assets.

gusty estuary
rose ledge
rustic osprey
#

Just found you talking about this issue. You seem to know whats going on there, i'm currently trying your suggested solution. Do you happen to know if by now there is another workaround to fix jiggly hair with MRQ and high temporal sample rate?

tight stone
#

Nothing right now. 5.1 should hopefully have some improvements for cloth (but not hair). It's a hard problem to solve, there's other things that will freak out too - niagara fluid sims, rigid body bones, etc. ๐Ÿ˜ฆ

rustic osprey
#

Alright, good to know. I just rendered with spatial/temporal 4/4 and double framerate with MotionBlur set to 1. That actually doesn't look half bad. Thanks for that :)

tight stone
#

When you set MotionBlur to 1.0 all of the temporal samples have an equal timespan they're representing, so it's very similar to having just 1TS. You will get different results between viewport and render time though, it's inevitable - in the viewport you're running at say, 30-ish fps, so it gets 30 chances to resolve collisions, etc. But when you render a 30fps cinematic with 8 temporal samples, that's equivalent to running 240fps, so your cloth has a lot more chances to resolve penetrations, etc.

rustic osprey
#

Okay, cool. I'm gonna read that a couple more times now :D

gusty heath
#

Hi! For days I'm trying to get an answer to my problem, without any solution. I hope someone here can help me.

#

I just want to do cinematic renders. I'm using Unreal 5.0.3 right now and tried everything in multiple projects, with the same results. I have a sequence with camera and an actor. In the viewport everything looks awesome, cinematic with correct depth of field, post process effects, grain, lights and details, then ALL renders, no matter what I try look absolutely horrible. It's without DOF, no details, no post process effects. In another project with a metahuman I also first had the problem with LODs additionaly, so that everything looked like a PS1 game, even if in the viewport it looks beautiful. I followed the official documentation of Unreal, tried several render methods, the new render queue, tried out all the game overrides, console commands from William Faucher and other Youtubers, different resolutions... It's always the same. My renders look horrible! What can I do? I'm using a GTX 1070 TI. I activated raytracing (even if my card doesn't support it, it's always recommended, so thats good, right?). I activated LUMEN, the render plugins and direct x 12 ist activated. In another project I'm also having problems with my post processing volumes. The fog there is not displayed correctly. I don't know what to do anymore...

#

If I do High Resolution Screenshots, everything looks nice, like in my viewport

orchid blade
gusty heath
#

Hi! I'm trying to do exactly that now in another test project, where I can mindlessly share the pictures. The pictures/renders from the other projects I can't release yet.

orchid blade
gusty heath
#

So far in all the projects i tested

gusty heath
#

Ok, now It's not even rendering anymore. Just getting a black frame and freezing the software. Guess I give up for today...

gusty heath
#

Ok, I was able to manage to render this now in the metahuman lighting sample project. Here it looks much less extreme then in my other projects (maybe also because of the HDR backdrop?) but the high ress screenshot also has more detail and the grain is applied. In my render using recommendations from the official guide, the textures seem lower in detail and the post processing doesn't apply.

#

rendering in 4k makes unreal crash because my 1070 TI is not strong enough I think.

tight stone
#

The 1070 probably doesn't have enough VRAM for 4k with Lumen et. all enabled. Also if there's an LOD sync component on the metahuman stuff, try deleting it.

karmic flume
#

They said wider accept ratio more cinematic it look , so here i go ๐Ÿ—ฟ๐Ÿ—ฟ

daring crest
#

Is it possible to enable raytraced shadows on GTX card?

#

oh sweet

#

exactly minimum card needed for that
I hope it's supported in UE5 though

subtle idol
#

I love how useless in-editor tweaking of the camera Aperture/Focal Length/Focal Distance is for rendering.....Nice workflow they got for us.

  1. View Camera and Make adjustments
#
  1. Render Scene
  2. Nothing Looks the same so go back and do everything over again
#

Imagine if they had released Sequencer like 6 years ago and it was still barely usable....

#

Oh wait they did...

regal pollen
#

i rendered my scene with crytomatte, but its not showing in nuke. anyone faced such issues?

regal pollen
#

Yes

#

Found a solution, actually we need to extract passes first then we need to apply crytomatte

#

Nuke also same , we need use another node before plug it into crypto

tight stone
#

Is this using the Nuke built in Cryptomatte or is this the Cryptomatte plugin by Psyops or whatever their name is

paper bough
#

How do you guys get rid of these DoF artifacts? It's driving me insane

keen halo
#

most of the issues I realize its as a result of not using a new camera.. don't duplicate the cameras. I would also advise you to check out this guy - https://www.youtube.com/watch?v=voF3sOT5sbU on how he solved blurry renders. If not try the 2022 method by unreal's webinar at https://youtu.be/RRlmBZMYZ9o?t=2467

This video looks at the issue of blurry renders that come out of the sequencer when working with Unreal Engine 4.25.3. The issue can be resolved by using the movie sequencer interface implemented in UE4.25.3.

We ran into a few issues, when using the recommended presets. And have used the settings that best suited our hardware configuration.

Li...

โ–ถ Play video

This webinar explores how to use Unreal Engine 5 for your archviz projects.

Unreal Engine 5 enables creators to include far more information and data in their architectural visualizations, in scenes that are of an incredible visual fidelity.

Take a look at the new settings you can configure in the Architecture Project Template before startin...

โ–ถ Play video
#

More tips: Better quality.. avoid blurriness
Additional variables you can use include "r.MotionBlurQuality 4 " and "r.MotionBlurSeparable 1" on your console variable. Include "r.ScreenPercentage 200"
In case of Blur issues: "setting 'motion blur' amount and max to "0" in camera fixed blurring for me"

#

Remember to bake your scene and check UVs too.

#

you could add this too - "r.Lumen.Reflections.HierarchicalScreenTraces.MaxIterations 4", well for me, those techniques helped me a lot. Good Luck!

#

Depth of field is something else for me but - u stated you watched it - https://www.youtube.com/watch?v=osHpBZ47ZfU

DISCLAIMER: This video is obsolete as of Unreal Engine 4.27 and higher. Epic seems to have resolved the issue.
Welcome back everyone! Today we'll be taking a look at how to fix the terrible Depth of Field that comes by default in UE4. With a simple console command we can improve the quality of our renders as well. Enjoy!

NEW INSTAGRAM: https:/...

โ–ถ Play video
keen halo
#

Console Variables

timber tiger
fiery spindle
#

Hi guys. I've added a cinematic that the user can play once they are happy with a configuration of their vehicle.
On-Click of the UI Widget button, I play the sequence and also play the music. Because the music has a short "swoosh" intro, before the beat, I added a .3ms delay to the "play sequence" so that the music starts just short before the cinematic starts playing on screen. Unfortunately, the sequence doesnt always play 100% perfect in sync all the time, and I timed the shots to the beat. I tried to do a screen recording to showcase the issue, but of course it plays perfect in this recording.

Is there some kind of "pre-load" option I need to tick so that the sequence plays perfectly in sync with the audio?

FYI I am looping 10-12 shots at the moment which is why I have the music separate to the sequence.

pastel schooner
#

Anyone know why the "Shadow Amount" in a directional light has absolutely no effect ?

RayTracing is enabled.

tight stone
opal acorn
#

EXR output question. Are there specific settings we should change in our post process volume to ensure the .exr image output is getting a wider range than 0-1 (in luminance and values) as you would expect with a normal .exr render/floating point image for additional comp work?? I was able to get it, by adjusting a few things, e.g. extending gammut range and higher clamping...but I imagine there is a more definitive approach to get the full data.

tight stone
opal acorn
tight stone
# opal acorn thanks! So there is a project color setting, color space, you can set to acesCG ...

I'm not too sure how the project color space setting plays in, it's still a bit work in progress I think. By default, when you render in MRQ you get... Linear sRGB - the srgb colorspace without the gamma curve applied. If you write to jpeg/png, it applies the gamma curve.

It's still considered Linear sRGB even though the tonecurve has rescaled the values (clamping them to 0-1) because 0.1 is still half as bright as 0.2. So by disabling the tonecurve you will get Linear sRGB out without clamping.

opal acorn
#

doing so and editing the tonal curve in the post process helped get more info than 0-1 in the .exr, but just making sure I am following best practices. Sounds like turning off tonal curve is the way to go

tight stone
#

You generally don't want the OCIO profile in MRQ - typical workflow is people render in linear from various CG applications and then that has a color profile / "look" applied to it in post application, so you don't have to go and mimick your look in all the applications

#

(Though there exists the idea that you could apply your look in the viewport so you can adjust content with the final image in mind, then render out in linear for easier compositing with other linear stuff, then re-apply the look afterwards)

#

And then yeah there's expand gamut too, not entirely sure what that ends up doing ๐Ÿ™ˆ . I don't know if it applies when you've disabled the tonecurve in MRQ renders.

opal acorn
#

got it, yeah we are working in acesCG, so need the viewport and output to reflect that for comp...good info! Always 10 more steps than traditional VFX rendering (arnold,vray, prman), and not well documented

tight stone
#

The idea of "color management" is pretty new to video games :p

#

The suggestion I think is to make an ocio profile that goes from Linear sRGB, apply that in your editor viewport, render without it (and with the tonecurve off), then reapply in Nuke et. al

opal acorn
#

yeah, I know...man, if only we can get the UE5 viewport/renderer in maya๐Ÿคค

tight stone
#

Expand Gamut apparently does have an effect regardless of Apply Tonecurve, I think you want to turn it to zero, having it on increases saturation I think

opal acorn
tight stone
#

Both, if you want the most 'original' color

opal acorn
fiery spindle
#

This should be correct, right?

tight stone
#

The blueprint code might work, I just use the UI

snow kestrel
#

Hi everyone, I'm trying to make a car animation on a bridge, I already imported the car animation, how can I have the camera to follow the car? Starting from this position

proud mirage
#

Hi all, rendering with sequencer, when the camera cut gets to my second camera, it renders at what appears to be world 0,0,0 and there's no animation.

I know I've experienced this before and was able to fix it, but can't recall what I need to do.

Any one able to assist?

keen halo
#

@proud mirage did you add Camera Cut

proud mirage
heavy tapir
#

Hi. I'm trying to export a cinematic, but when i try, become diferent from the original

Original:

#

Render

#

some lights stop working and others become too bright

#

also the fog desapear

regal peak
#

Hey quick question, when using sequencer, how do I prevent the track from restarting from the beginning everytime I press play?

tacit totem
#

Guys! I have a question. I would appreciate if anyone could tell me that what to do different while creating cinematics from a Game template in UE5. Do I have to keep anything in mind or its the same thing ? Its a bit confusing when we talk about characters. As in cinematics we have to import characters, in game settings we have Thirdperson etc. Can anyone help ?

gusty heath
#

I have another question, also regarding cameras. Is it possible to attach the CineCameraActor to the limbs of an animated Metahuman? Imagine having a gopro camera stuck on your feet or arms, while you are walking arround. And if I would be able to lock the camera into the position of the Metahumans movement, could I still animate the camera movement? Like it's locked on the moving leg of my Metahuman, but then starts moving up the leg.

#

The closest thing to this I can find is the camera rig rail, where I lock the camera to the rails and it follows the movement of the rig. Maybe I have to combine the rig with the Metahuman somehow?

#

I'm mostly into filmmaking and can only replicate blueprints, if I find good tutorials. So this is probably stuff, that goes into the blueprint direction? Like the classic 3rd person camera from most video games must be something similar.

keen halo
#

Maybe i look more into it..

frigid stone
#

Hi y'all. Somewhat of a more technical question here. I got the VCAM set up on my unreal engine through my Iphone 14. It works great. But I was wondering if I could connect through to my Unreal Engine Project from a different network? I know it would involve the UDP messing I think but not sure if anyone has an experience with this.. thanks

gusty heath
outer dune
#

Niche question, but has anyone figured out a workaround for certain design packs crashing movie render que? Realbiomes, Brushify, and a few others simply crash the engine when sent to render. I'm on a 3090, and the sequences all play without issue before render.

keen halo
gusty heath
keen halo
#

ooh. let me ask

#

those numbers.. do they have a comma(,) or a full-stop(.)

gusty heath
#

comma

keen halo
#

should be point .

#

if you type 2 or 3

#

that alone should work

#

insert numbers only eg 2

gusty heath
#

I do that. I enter "2" and it turns it into "2,0"

keen halo
#

ok

#

what I can say is both may work well depending on what you prefer.. but the movie render queue works very well indeed, especially for very high Quality renders as suggested by Unreal https://youtu.be/RRlmBZMYZ9o?t=2439

This webinar explores how to use Unreal Engine 5 for your archviz projects.

Unreal Engine 5 enables creators to include far more information and data in their architectural visualizations, in scenes that are of an incredible visual fidelity.

Take a look at the new settings you can configure in the Architecture Project Template before startin...

โ–ถ Play video
gusty heath
#

The "Game Override" doesn't do anything. Just compared the render to the one before

keen halo
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it actually does.

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lets say for different scenes but if it worked well on your side.. well and good!

gusty heath
keen halo
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your doing stills?

gusty heath
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Yes with warm up. Otherwise it takes too long, just for testing

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Maybe the motion blur itself makes it more blurry compared to the "high quality screenshot" function. But of course, I want motion blur in the animated scene

keen halo
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you can switch this too.. 1 for spacial sample, then temporal sample -32/64

keen halo
gusty heath
keen halo
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you could also increase Lumen reflections to 4 and final gather to 4/8 for the sharpness

gusty heath
keen halo
old heath
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Hi guys Im an animation student and Im kinda new to unreal, Im trying to render the animation I did in unreal however it seems like the camera glitches out and renders in a weird angle. Does anyone know a fix to this?

keen halo
old heath
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ah yep its still doing it unfortunately here is a pic of what it looks like and how it should look like

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the top is the result and the bottom is my viewport im not too sure why it renders like that

keen halo
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any keyframe?

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insert a new camera maybe..

old heath
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my camera does have keyframes as i had to animate the camera movements too

keen halo
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the only solutions I have on my end are either restart unreal/ assign a new camera.. ensure camera binds are set properly..

old heath
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i see okay ill try that thank you

keen halo
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@gusty heath

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for both camera and post-processing