#cinematics

1 messages ยท Page 13 of 1

tight stone
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Also make sure you don't end up with constant keys... pictures of the graph would help

rotund carbon
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I was getting some outrageous jags in my graphs, definitely the exporter. thanks for the help!

tight stone
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๐Ÿ‘

rotund carbon
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I'm have a few frames of a cinematic where the light pops, do I need to change some settings?

errant palm
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Hey guys, I'm currently having some trouble with events inside sequences; they used to work and those events played just fine, but now, all of a sudden, none of the events seem to be triggering.

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The transforms still work perfectly fine within those sequences, but now I can no longer activate lights or play localized sounds within them

errant palm
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I've just created a brand new level sequence and events in that one works, so why don't the events in my old sequences work?

tight stone
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@rotund carbon step through it frame by frame in the editor and look

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Make sure you have snapping turned on and that your sections are all nicely lined up so you don't have any spots where there's nothing for a track

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@errant palm Which version of the engine are you on

errant palm
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4.21.1

rotund carbon
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I think it may have been because I minimized the editor while rendering

tight stone
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@errant palm Does 4.21.1 have the new Level Sequence Director blueprint?

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If you double click on an event key does it open a blueprint editor? Try compiling it on the old one and seeing if there's a compile error somewhere

errant palm
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no errors whatsoever

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sec, i'll update it and see if it works, and screenshot any errors

errant palm
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so, i have an event in my sequence, and when i double click it it opens up a sequence director window

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however, that event isn't triggering

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when i make a new sequence with the same kind of stuff

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this one actually works

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one of my classmates had the same problem; he had to completely redo his sequences to get the events to trigger

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no errors anywhere; events just aren't triggering in my old sequences

abstract remnant
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how can make my player character see trough a matinee camera?
like for a cut scene

tight stone
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Don't use Matinee.

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@errant palm I don't suppose you can send me the sequence asset that doesn't fire events?

errant palm
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i can; sec

winged moon
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Is there a blueprint node to "Get Current Playing Sequence"?

tight stone
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That doesn't make any sense

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You can have many actors playing many different sequences

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(You can query a Level Sequence Actor for it's assigned sequence though) @winged moon

winged moon
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@tight stone Thanks, I ended up solving the issue recently

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On a follow up note, I was curious if there was anyway to have a camera move in sequencer "from current position". If I'm half way through a sequence and it gets interrupted to play another sequence, move the camera to a specific point based on current position

winged moon
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(nevermind found a solution)

trim schooner
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What's the proper way to zoom a non-cinematic camera? Adjust FOV?

tight stone
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Ya

tight shell
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oy! I'm trying to do some movie rendering, i have a giant sphere as my sky, it display correctly in game but it just pitch black when I render my movie. any idea why ?

tight stone
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Does it do that if you use normal PIE?

prime quest
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Heyo, I was sent here from the blueprint channel. I've got a question maybe you guys can answer. I want to get the current playback position of my level sequencer, so I can drive a material parameter with it. The catch is that I want it to do that in-editor, not only at runtime/PIE. Any thoughts?

tight stone
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Do you mean the sequencer that is open in the editor ui?

prime quest
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yep, thats the one

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when i open a level sequence by double clicking on it

tight stone
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Can... can you just... animate a Material Parameter Collection inside the sequence >_>

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That way it works both in editor and at run time

prime quest
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I did think of that, yes, probably the quickest solution at the moment. The reason I want it to run a bit under the hood is that the material parameter is really just the scene frame number, and it's going to be the same in every sequence, in every scene. It just is a number that needs to match exactly where the playhead is.

heavy estuary
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Hey everyone! I'm having an issue with sequencer. I have created 3 particle effects I need to appear when I run the game in a new simulated window. I have the footage cut to my sequence once the game is started. All three particles are added to sequencer and auto activate is turned off. I track the particle toggle track and activate them all at certain points in the sequence by key framing. The rain particle is a GPU sprite and it appears fine when playing the game but the fire never deactivates and the leaves don't even show up. the leaves are a mesh data particle and the fire is just a normal emitter with ribbon for the smoke.

prime quest
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So instead of having to create keyframes for it in the sequencer, I would just have it built into a BP that we drop into every scene

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I was actually hoping i could hide it in our camera BP

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Is there some way to get a material parameter track to appear in all sequences by default?

tight stone
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@prime quest The 'proper' way would be to write a new track type, they'll eval each frame with the appropriate frame number.

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You could query the ALevelSequenceActor for it's play head each frame in a blueprint, but that doesn't work in the editor

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And there's no exposure of the editor UI to blueprints

prime quest
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ah, that makes sense. To write a new track type, is that C++ or can I do it in bp?

tight stone
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C++

prime quest
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durnit

tight stone
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Most of Sequencer is not exposed to Blueprints for performance reasons.

prime quest
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hmmm... I wonder is there a way to fake it? So it's not getting the frame number from sequencer, but just from deltatime, whenever you scrub or play/pause the sequencer

tight stone
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The accumulation would never be accurate

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Best to just write a track, or make a material parameter collection/whatever that uses a linear key and just set it once to be way past the end of your sequence or whatever

prime quest
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ok great thanks!

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I might try to tinker around in C++, where should I start for writing tracks?

tight stone
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copy and paste an existing one... there's a lot of pieces to them unfortunately

tight stone
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@prime quest For the record you should try to copy the Material Parameter Collection track, or the Material Parameter tracks (the track, section, template, and editor) since the only thing you're really changing about it is that on evaluation it feeds the frame number to the associated material instance/MPC instead of getting the value from a float channel on it :p

tight shell
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@tight stone Does it do that if you use normal PIE?
everything looks fine in PIE, even in the thumbnails in the sequencer track. But not once rendered into images/movie files.

tight shell
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I take back what I just said, it's also black un PIE ๐Ÿ˜ข

tight stone
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Could it be a material parameter instance that's getting changed at runtime

prime quest
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@tight stone Thanks! I doubt I'll be able to figure this out on my own, but I'll try, and worst case scenario I think my company is hiring a programmer soon. Where do I actually find that C++ code in the engine? I was able to find it for the experimental geometry cache, but none of the legit tracks

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oh, wait i think i found it

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Is this it? Class'/Script/MovieSceneTracks.MovieSceneMaterialParameterCollectionTrack'

tight stone
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If you're not building from Source already this will get trickier... you should be able to extend Sequencer via a game plugin though, but you'll need to create and register the new track type... You'll probably need to use Notepad++ to look at each class name inside the C++ files and search the entire engine for them to see all the places they're used/how to register them

prime quest
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ah... i see, i was hoping to just make a child of the material parameter track like I would with a blueprint. This is getting a bit out of my depth.

tight stone
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I don't think you can unfortunately... performance reasons again ๐Ÿ˜ฆ

tight shell
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Since I did some stupid things yesterday, I reverted my UE project as it was last monday before I open it for the first time (I forgot mention that it's my company's project which I handle only from now on).
When I start PEI, i get a warning about blueprint compilations errors... I might just spend my morning digging on that

tight shell
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I found my issue!
I just went to Windows โ†’ Levels
Then for each level: Right-click on a level โ†’ Change stream method โ†’ always loaded

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this is so dumb yet I missed it

sand gust
sand gust
tight stone
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Thanks @sand gust ran into that one earlier and couldn't figure it out.

raven pebble
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One shot from an animation we made with unreal engine

grim stirrup
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Does anyone know how to set properties recorded by sequence recorder?
in blueprint for example

tight stone
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Like controlling Sequence Recorder via blueprints?

stone verge
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OK, I am having 2 very frustrating issues currently.

  1. I can not figure out how to get rid of the landscape seamlines... using dynamic lighting 2 ) I cannot get the sequencer to render the correct camera...

Can anyone point me in the right direction on these?

tight stone
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You probably want a camera cut track

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Which tells the sequence which camera to use for which bits ๐Ÿ˜‰

stone verge
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yeah, I have been looking at that, but I can't figure out how to choose the right track

tight stone
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Add a camera to the sequence, bind the camera cut section to a particular camera via the right click properites menu

weak arrow
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looking to do a flying camera that always keeps the target actor in the frame and also what ever target he is locking on to
I can make the look at target well enough by checking contents of an array and then making a mid point, problem is I'm not sure how do get the camera to fly around without clipping into things
I'd prefer to not use a camera boom or anything. This camera has to be free flying and not tethered

shadow mesa
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Hey guys I would like to ask if it's possible to "keyframe" a static mesh inside sequencer. By that I mean I have a blueprint that has a slot for a static mesh and at some point I would like to switch that static mesh to another static mesh. Is there a way to do it somehow with keyframes where I can switch the static mesh out in that particular slot or I should just use 2 static mesh slots and just keyframe visibility? Thanks in advance

shadow mesa
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Thanks!

livid olive
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Is there a way to set where a sequence should play? So I can reuse a scripted sequence in multiple places? Like two guards talking?

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Or better yet, when you talk to an NPC.

tight stone
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@livid olive It's the "Transform Origin" / "Override Instance Data" stuff in the Level Sequence Actor details panel.

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It doesn't preview at editor time, only works at runtime.

livid olive
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@tight stone Thank you!

spring quail
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Hey, with the latest 4.22 release, is it possible to make it so that you can prerender some in-game footage and like have a much more consequent like Ray-traced bounces budget for instance, but still have like the final (pre-rendered) cinematic at a constant framerate ? like rendering each frame individually and making a full sequence which looks smooth even tho it would be low fps if it was gameplay ? Thank you !

toxic oyster
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ISO noise, is there anyway to simulate this effect on the camera when ISO is increased?

tight stone
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@toxic oyster Can you not just key film grain in Post Processing?

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@spring quail I don't follow. You can use the Movie Render tool in Sequencer to render out a png / avi / etc compress it in a third party tool and then use a pre-rendered video file for your in-game cinematic. The Sequencer tool doesn't care how long it takes to output a single frame.

toxic oyster
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@tight stone did not think of that, thanks!

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Will try it and give report ;)

toxic oyster
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@tight stone Well, it works as a noise over the picture, but it doesnt calculate the color behind, therefore it does not look like the same effect, etc picture

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The grain noise only adds on the top

tight stone
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Kind I'd seems like that just is also adding gain to lift the blacks, but I'm not an artist

odd cedar
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Hi, I am new to UE4 and sequencer - I created this chess "game" which is just for the purpose of doing a cinematic, not an actual game.
I want the chess pieces to "die" in a cool way - but moving actors in the sequencer doesn't trigger blueprint events. How would one trigger a destructible mesh in sequencer? is it even possible?

tight stone
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Use Sequencer Events? @odd cedar

odd cedar
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@tight stone not sure how to use the event track trigger a destructible mesh - can you point me further in the right direction?

tight stone
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Make a blueprint that has a destructable mesh in it. Make a Custom Event on the Event Graph which calls whatever event is needed to make the mesh fall apart. Put that blueprint in your level. Add it to Sequencer as a track. Add an Event Track to it in Sequencer. Add a key. Use the quickbinding menu in the properties to bind to the custom event you made.

odd cedar
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Logically sound approach, I will try to read up on those steps in the documentation and give it a go. I've never done custom events.
Thank you @tight stone

tight stone
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They changed recently. I don't remember which version tho (if it's out in 4.21 or if it's 4.22 where they change a bit0

odd cedar
tight stone
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Triggering Level Blueprints isn't really supported, so you'll have to wrap Kill_01_DM in a blueprint or osmething

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You also need to look at the properties for the key not the properties for the Events track.

odd cedar
tight stone
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That's why you should wrap the destructable thing in a blueprint

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If you really want to use a level blueprint you're going to have to use a blueprint interface

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and I'm not entirely sure how you use it, maybe the documentation covers it.

odd cedar
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gave up on it, couldn't make it work. I've had several people look at it now, all seasoned unreal users - we couldn't make it trigger in sequencer. Only by possessing game actors.

rancid yacht
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We are having an issue where our Grass Landscape is not appearing in our render sequences. We also have an issue that it takes time for the grass to render in our scene. is this a known issue that others have encountered?

tight stone
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Add per shot delay, that'll stall the sequence and run the engine for a while to give it a chance to load @rancid yacht

rancid yacht
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@paper iris

stiff iron
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hello, i'm doing a camera rig as a spawnable in a level sequence, the problem is that if i change something in the level sequence the splines reset to the default with just one point

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any idea why this happens?

tight stone
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example?

stiff iron
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@tight stone are you talking about my question? ๐Ÿ˜›

tight stone
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yes

stiff iron
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ok so i created my path on the spawnable camera rig and then i created a look at target for the camera. i set that target as a spawnable and it reset all of my spline points

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i dont know if it's everytime, but i know it's happening

tight stone
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Can you record a video

stiff iron
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if i convert the target to possessable

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they stay, if i convert it to spawnable again it resets the points

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seems to be everytime

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ill try to record

sweet meteor
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The strange thing is is that some of the references still seems to be working. Is this really the only way to do it or maybe just an accident?

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It just seems strange they don't have something built where I can set a different context for the references with level streaming.

tight stone
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Currently there is not, all you can do is change the binding at runtime to a different object.

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They shouldn't continue to control the old object though once rebound, assuming the binding went successfully.

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If you can come up with a repro case I can look

sweet meteor
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@tight stone

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It's fine if I have to do it the hard way. Also, the camera references still seem to be working for some reason

tight stone
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What is "the hard way"? And if those are possessables and you're using instanced sublevel streaming the actors spawned will have different names and they won't bind anymore

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You could probably use Spawnables and that way when Sequencer evaluates it spawns its own copies of stuff that the references are correct for

sweet meteor
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I meant dynamically binding them at runtime which is difficult with the code base I'm working with. They are also not possessables just a skeletal mesh. Regardless of whatever weird quirk is still making this work Spawnables looks like the right solution.

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Thank you for the help.

tight stone
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"just a skeletal mesh" = possessable

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You're possessing an object already in the world to control it

sweet meteor
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Sorry, I was thinking possessable in terms of player controller possessing a pawn.

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I mostly do other kinds of programming, but somehow I ended up doing this.

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And I figured it out. It was a weird quirk of that skeletal mesh by the same name being present in the first level instance when the persistent level loaded.

hardy oxide
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I posted this in #niagara but is potentially the wrong place so just to be sure a repeat here since it is more sequencer oriented:
I want to activate a Niagara Particle System only when the Sequencer is playing, but there is not activate track? Or am I approaching this from the wrong angle?
https://gyazo.com/f6b50a8d5a0cc350f51edb21baf9dc6d

tight stone
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You might try the lifecycle track?

hardy oxide
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Well that was a lot easier then I though damn, I just didn't know what it did and did not even try because I was afraid it would fuck something up xD. Thanks @tight stone

pure grail
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I have a CineCameraActor

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with a camera imported at origin

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with a camera anim imported from maya

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it all works great

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how the fuck do I get this sequence to play in relative space instead of world space though

unkempt hollow
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I'm trying to find tutorials about using Composure. Working to incorporate green screen actors into a VR experience. Any help would be much appreciated.

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trying to put a green screen actor video on a plane so it looks like its part of the level.

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I have created a material that does it but I thought the compositing setup through composure might be better.

tight stone
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@pure grail Matt "@LordNed" Hoffman: @livid olive It's the "Transform Origin" / "Override Instance Data" stuff in the Level Sequence Actor details panel.
[1:00 PM] Matt "@LordNed" Hoffman: It doesn't preview at editor time, only works at runtime.
[1:01 PM] Matt "@LordNed" Hoffman: https://www.unrealengine.com/en-US/blog/unreal-engine-4-19-released scroll down to the Sequencer Imrpovements section

Unreal Engine

Unreal Engine 4.19 is now available for download. With it,ย  over 120 improvements have been added by our community and new features include temporal upsampling, dynamic resolution, a new unified Unreal AR Framework and an accompanying project template, many sequencer improve...

pure grail
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thanks @tight stone

pure grail
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@tight stone there is apparently no way to set that on a level sequence asset

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and only on a level sequence placed in a level

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I plan on re-using this across many levels D:

tight stone
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Make a blueprint that derives from LevelSequenceActor, check those boxes by default, put your sequence in there too?

pure grail
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hmmm

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Will try, thanks

eager gust
tight stone
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@eager gust Multibindings?

eager gust
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@tight stone thanks, it works!

pure grail
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Does anyone know why shit like Vignette Intensity and stuff just doesn't work in sequencer for me

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like

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changing post process has zero affect

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no matter what I do, no matter what post process I choose

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using the CineCameraActor

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.....

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you gotta fucking hit the checkbox

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that you gotta do outside sequencer normally

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fucking

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i spent so long

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jesus

tight stone
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What checkbox

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And how did you animate vignette intensity and stuff in Sequencer

pure grail
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I added a vignette track

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after enabling the vignette override in the actual actor

tight stone
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@pure grail thanks, noted

pure grail
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Can I disable a track via code? adfljhdsfjksd

tight stone
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C++ or Blueprints

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GetSequence()->GetMovieScene()->GetMasterTracks() ... bEnabled/bActive/something = false

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It may cause a hitch at runtime though depending on how big your sequence is as it has to re-compile the optimized templates

pure grail
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When I do that

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it seems to set it on the sequencer asset

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and not my runtime

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D:

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@tight stone

tight stone
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Well, yeah

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memory savings yo.

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Duplicate the asset to a transient package if you want to edit it at runtime without changes affecting your asset

viscid field
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Hey guys i have ran in to a problem and have spent a long time trying to fix it but i just cant figure it out... So i have recorded an vehicle Actor and in the sequencer preview everything looks fine, it is keyed and moving as it should. But when i render out the Car just moves straight forward and some of my particle systems freaks out. i really does not understand whats wrong, any help is appriceated.. ๐Ÿ˜ฆ

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When Rendered. Car not moving(blue) Exhaust particles from the way the car should be moving(Red).

tight stone
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If you play the sequence in PIE does it work as expected

viscid field
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No it does the same

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@tight stone

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as when i render

viscid field
tight stone
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Are you sure there's not something overriding the position in your gameplay code and that overrides Sequencer?

viscid field
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@tight stone I mean it is set up like a standard vehicle Blueprint it has controlls for brakes and input axis for accelerating

tight stone
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Well, that code is probably still running

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And you're trying to position it with sequencer so they're confused

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You'll need to write a way to disable the vehicle movement since now you've pre-recorded the positions

viscid field
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@tight stone I seem to have fixed it by unchecking simulate physics in the skeletal mesh tab

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yaaay

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Your right the problem was probably that the vehicle actor is physics driven and then it overwrote the animation

pulsar willow
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Hey, does anyone know why the framerate jumps through the roof when I increase the focal length on a cinematic camera? Does it have to do with the adaptive tessellation on my landscape

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?

tight stone
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your framerate goes up because you render less stuff?

pulsar willow
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yes... that's why I am confused. The only thing I can think is that the adaptive tesselation is still happening from the frustrum all the way back to the camera or something like that. Is there a way to check how many polygons are being generated by tess.?

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oops I worded it wrong, my framerate SLOWS lol. It completely shits the bed when I use a narrow fov, long focal length.

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I just checked stat>landscape and my processed triangle count goes from 1,100,000 to 2,200,000 when I go from 10 mm to 50 mm respectively... Shouldn't the triangle count be about the same with adaptive tessellation on?

tight stone
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Turn on wireframe view and just look :p

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You can see tessellation within wireframe

pulsar willow
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haha I meant the triangle count.

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Anyways I made a big breakthrough by setting the Landscape LOD in the view settings from auto to a fixed number. I literally doubled my frames with little to no visual effect on my scene.

gusty heath
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New to cinematics, if I make a cinematic and then change the background is it easy to redo the cinematic?

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or change a few objects seen during the cinematic

tight stone
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Um... Sequencer only controls what you control in it

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So you can do whatever to the rest of the world and as long as you're not controlling the background from Sequencer it doesn't really care what you do :?

gusty heath
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I'm new to sequencer so if I change some background will it be reflected in my sequence?

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Eg with camera pan

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Or do I need to redo somehow

tight stone
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I think you should just follow some of the basic tutorials

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The questions you're asking right now don't make a lot of sense, and the tutorials should help give you an idea of what Sequencer actually does

gusty heath
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This is just to get an idea, to see if I need to finalise stuff before making cinematics

tight stone
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no

hidden anchor
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heya folks, anyone know why the Composure Deep Dive and Quick Start guides on the docs.unrealengine site say "You do not have access to view this page within the site." ? Are they hidden/down right now, or do I need special access somehow?

tight stone
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@hidden anchor sounds like an oversight

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You get the "please log-in" when you're trying to access unreleased docs, but it sounds like these should be released!

hidden anchor
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I e-mailed someone who works on the project at Epic and their autoemail said they return tmrw so maybe they'll update it, thanks for the reply @tight stone !

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do they sometimes do this when they're working on updating a doc?

tight stone
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Yeah I think they go up internally so people internal can review them in final format before they're released

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Maybe it's not obvious when they make links to stuff that requires an account to get though!

gentle spruce
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Hello, I want to pause a sequencer by event track.
I add function in sequence director and level blueprint. But it still show "! Failed to trigger event 'PauseSequencerEnd' for stg1Re2SequenceMaster because the function does not exist on the director instance."
I deleted the sequencer actor in the level, then placed it again. But it does not works.
Did I set something wrong ?

tight stone
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Did you actually create a blueprint interface and make the level blueprint implement it?

gentle spruce
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I created blueprint interface.

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And add interface to level blueprint.

tight stone
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That's... odd

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@gentle spruce what does your sequence look like

gentle spruce
tight stone
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Is the pause event on that top Events track?

gentle spruce
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The last key in event track is a pause point.

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Yes, pause event on the top event track.

tight stone
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I don't suppose restarting fixes it >__>

gentle spruce
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I restarted my machine last night.

tight stone
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After making and saving the assets right?

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What's the blueprint interface look like?

gentle spruce
tight stone
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Weird this seems like it should work. No luck remaking the function in the Director Blueprint either?

gentle spruce
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I deleted function in director and made same function again.

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It still show me the same warning.

tight stone
gentle spruce
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๐Ÿ˜ต

tight stone
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Play Range will automatically make it stop if you turn off Loops

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You can just set that up inside the Sequence heh

gentle spruce
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I want to stop it because when the sequencer end, all actors in sequencer are back to the start position.

tight stone
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Change your Keep State instead

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It's per-section

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There may also be an option on the Level Sequence Actor itself, not sure

grizzled perch
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Hi I'm new here.
When I use Sequence Recorder in ThirdPerson template, recorded result is showing ONLY back side of the Mannequin, front of the mannequin and camera is fixed.
I tried different Sequence Recorder settings but I couldn't find right one. I want my result as it seen in game preview.
Can anybody help me with this, please?๐Ÿ˜ซ

tight stone
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@gentle spruce what version of Unreal are you on

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@grizzled perch Try recording the camera separately or making sure the recorded camera is getting an attach track. Also try Take Recorder which is in 4.22

grizzled perch
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@tight stone I'm using 4.20 so I'll try after update. Thanks!

gentle spruce
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I use 4.21.

rustic flume
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Hey guys,
We just did a huge Artblast of all the latest stills and breakdowns from Quixel's Rebirth cinematic! Check it out!!!
https://www.artstation.com/artwork/ybZ5LR

ArtStation

Quixel's Rebirth is a project I've been working on for the past few months on the run up to GDC. It's a real-time Cinematic in UE4. The primary goal was to try to achieve photo realism in real-time. My tasks were set dressing, environment art, cinematic composition, lighting ...

tight stone
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@rustic flume great job on it :)

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@gentle spruce my coworker agrees that it should work, it sounds like there's easier ways to do what you want though :)

gentle spruce
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Thank you for support.

pure grail
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Does anyone have any experience with:

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Two players in a server, one triggers an ability of some kind

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This causes a sequence to play which locks both players together with some sync'd anims

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One player snaps to a relative position to the other player

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but this can happen anywhere, any time during play and shouldn't snap both players to origin or somewhere

tight stone
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Well you can play a sequence relative to a transform, getting everyone into place, that's on you

wintry wave
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Anyone know how to have two or more cameras render to a single viewport? The only way I can think to do it would be a render to texture of 2 cameras on some geometry side by side. Then have my viewport camera looking at the rendered textures.

Is there a better way to do this? Anyone here ever try something similar or know of any references?

tight stone
#

That is what I would do @wintry wave - use Scene Capture Component 2ds to capture the world, draw them with a UMG widget

wintry wave
#

Hmm. That's an interesting idea. I'll definitely look into that.

tight stone
#

The Scene Capture Components should very close to a player viewport (though you may have to enable some things like TAA in the options on the component). It'll still render the player camera too so you'll probably have to disable the normal game viewport

wintry wave
#

TAA?

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"It'll still render the player camera too so you'll probably have to disable the normal game viewport" would not the UMG be the onlly thing in viewport?

tight stone
#

Temporal Anti Aliasing

wintry wave
#

Ahh

tight stone
#

By default the game renders your pawns cameras

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But then you'd be making full-screen ui that is covering up that pawns camera

#

So you'd render the world three times, one for your pawn camera, once for each scene capture component

wintry wave
#

And then just pipe that into UMG.

#

I like this better than the way I was heading.

#

I appreciate the input ๐Ÿ˜บ

tight stone
#

The other option would be two player controllers, and do local split-screen

wintry wave
#

Yeah

#

I thought of that first

#

But as you know its not the best option

#

Well not in my case anyway.

tight stone
#

I don't know what downsides there are, I guess this depends on your game, ie: if you have a pawn walking around then I could see it getting tricky to manage

wintry wave
#

I'm not aware of a way to control the shape of the splitscreen like I could in UMG which is something I need.

#

Unless that's thing.

#

I'm not very knowledgeable in the department

#

It very well could be for all I know

#

Anyway, thanks again!

queen cobalt
#

hi everyone! i have an issue with rendering camera cinematics, i think its about the frame rendering when it comes to recording cinematic shots, im having this weird glitch issue with the camera frame

tight stone
#

@queen cobalt When do you see that, first frame of a shot?

queen cobalt
#

its happening pretty randomly throughout shots, i had atleast 7 blurred frames out of 300

#

the cam is panning from left to right in the scenes

#

the last on is another camera angle btw

tight stone
#

It looks like motion blur, caused by the camera moving a lot in a given frame (or the whole world, but the camera is much more likely)... do your shot tracks extend far enough to leave no gaps?

#

Also make sure your shot tracks/camera cut tracks all end on whole frames so there's no chance it evaluates a tiny gap between them

queen cobalt
#

@tight stone thanks! ill give it a go!

lavish dock
#

Has anyone done cinematics/sequencer work with nDisplay? I'm about to dive into it; curious if there are any tips.

tight stone
#

@lavish dock you will have to write your own way of syncing the events across nDisplay (ie: making sure the sequence playback starts on the same frame on all machines)

#

If there's a way to send generic data across the nDisplay synchronization signals, that would be the way to go.

lavish dock
#

@tight stone Thanks! From reading the documentation, it seems like cluster events could help with that. I'll give it a shot.

#

The other thing I'm trying to figure out is if I should try and take control of the default pawn or if I need to devise some kind of camera setup.

tight stone
#

@lavish dock You'll need to roll your own system for making each machine show something different I think, nDisplay is mostly keeping the engine in lockstep (which needs hardware to work too) so that you can present at the same time on multiple machines.

#

You can probably turn off the pawn's rendering and use Scene Capture components... you'll have issues with anything that's screen-space, because they can't sample outside their own screen so vignette, screen space reflections etc won't work if you split the viewports up into multiple off-center frustums

lavish dock
#

@tight stone OK cool, that seems in alignment with what I was thinking. Appreciate the guidance.

tight stone
#

๐Ÿ‘

#

@lavish dock are you considering using multi-user too?

lavish dock
#

@tight stone When you say multi-user do you mean with multiple inputs?

#

*input devices

#

With this specific project, I am looking to have it be interactive cinematics driven by sensor input that I'm sending to the master via OSC, but I'd like to build a framework I can use with some flexibility in the future.

tight stone
#

@lavish dock nah, multi-user editor technology. Some people have been using it to control the ndisplay boxes (which are 'headless') but it has its own set of technicalities and complications ๐Ÿ˜ƒ

#

I would have your master nDisplay machine receive the OSC and repackage it into cluster commands to send those through

#

If you try to send OSC messages to each box individually there's potential for desync depending on when they receive messages.

lavish dock
#

@tight stone Ooh I see. That sounds like an additional level of complexity that I'll avoid atm, but good to know about. That's what I figured about sending OSC messages to each; I think for now I'll do the OSC to master and have that redistribute cluster commands.

tight stone
#

@lavish dock Depending on how much programming and networking you have under your belt, one thing we did in the past was to actually package the OSC messages themselves into nDisplay and pretend they were coming from the OSC plugin on the slaved machines, which let us write code that responded to the OSC messages on all machines, and they'd all magically execute it in sync. I don't know the specifics of how it was done (and was done before cluster events existed) but it was nice being able to just use the osc plugin we had and that was hidden

#

And we didn't have to spin up a new cluster event class for every new message type we got (we had hundreds)

#

If you only have a few, it's probably worth just making a cluster event for each one is my guess.

lavish dock
#

@tight stone Oh wow, yea that sounds really nice. I may start "simple" and build up to that as needed (and as I am able to figure out the technical aspect lol).

tight stone
#

Good luck! Post it here and tag me when you ship if you can ๐Ÿ˜ƒ

lavish dock
#

Thanks so much, this has been super informative! I'll let you know when there are updates.

pale sonnet
#

Hi all, not sure if im in the right section for the composure plugin tool??? looking for some much needed info

tight stone
#

Ask and if someone has an answer they will chime in

gaunt basin
#

is it possible to loop my sequencer shots until I trigger it to continue with the next one?

#

or will I need a level sequence object for each individual shot to do that?

tight stone
#

You can modify the playback range of a Level Sequence Player, and set the sequence to loop

#

You'll need to do the logic of moving onto the next segment yourself

dry pebble
#

quick question, can i use a normal camera for sequences? i don't want to use CineCameraActor

tight stone
#

@dry pebble sure

#

You just have to add it yourself

#

Put one in the level and drag/drop it into sequencer, camera cuts track will still let you choose that camera

dry pebble
#

i mean i knew it was working because i obviously tried before asking here, but my question should've pointed more towards if it will behave normally

tight stone
#

Cine Camera just lets you have more control over post-processing and letterboxing iirc

dry pebble
#

yeah seems like it

gaunt basin
#

is there a way to control the color of the fade in sequencer?

#

oh, found it

granite condor
#

Has epic added to sequencers a check box yet for rotation keys to turn in the direction shortest so I can have a camera not turn a full 370 degrees because I set a frame at 355 and next to 005 or whatever ๐Ÿ˜ƒ

soft totem
#

Hi, I don't know if this fits in to cinematics, but I've been trying to this all day. Do you know how to Put a Video/Movie on the beginning of any map, and not just play it when the game starts up?

tight stone
#

@granite condor Euler evaluation is now the default... have to use the checkbox to turn it back to shortest path (quaternions)

#

@soft totem make a blueprint that loads a media player, tells it to play, and constructs a umg widget which has an image based on the texture the media player is outputting to?

granite condor
#

Ahh ๐Ÿ™ thanks

#

Tho it can be funny when you got a crew tracking looks right and instead of looking back straight it turns alllll the way around ๐Ÿ˜‚

hoary gull
#

i'm trying to make a cutscene where it basically goes through the whole level and shows it off, the level has multiple turns and i'm not sure where to place keyframes, which messes up the final result

#

what's the general rule behind when to place a keyframe?

tight stone
#

When you want it to go to that position at some time?

#

You should try just moving the camera in a square pattern first and just look at it in the editor view while fiddling with the scrub bar in Sequencer and keyframing the Transfrom track

hoary gull
#

oh makes sense, i've been rotating the camera myself probably why but im getting a lot better results with tweaking the actual track

tight stone
#

You can also just click the button for the viewport to possess the camera, which lets you fly the camera in the viewport

#

and then you can key it and it'll stick to whatever you see in the viewport

soft totem
tight stone
#

@soft totem you should look at the documentation for media players and get it working in the editor first outside of the blueprint code

soft totem
#

k

tight stone
#

You have to put the files in special places/format the filepaths oddly sometimes @soft totem

soft totem
#

ok. i found this:

#

i tried it @tight stone , but it still won't play. it plays if i have it as a texture on a block, but if i want it on a widget, it does not work.

#

WAIT

#

HOLD UP

#

i found a documentation on exactly what i need.

#

Thanks!

hoary gull
#

hello, is it possible to activate the cinematic viewport in blueprints then disable after a level sequence finishes?

#

or is there a better way of adding cinematic black bars to the top and bottom?

tight stone
#

Set a cinematic camera as the player view target and check constrain aspect ratio on your cine camera I think

hoary gull
#

this is checked by default and it gives black bars on left and right, but i'm looking to add them on top and bottom

#

oh nevermind, i played with the sensor height and it gives me the effect I want, ty

pure grail
#

how the fuck can I pass data to a sequence director

#

and why can't sequence directors get access to instance data

tired sky
#

Huh, so this is the famed #cinematics channel, where I can ask questions about matinee Kappa

tight stone
#

@tired sky Yes and you will get all the help for it

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@pure grail I'm pretty sure sequence directors can get the sequence they're part of, and you can't pass data to it because it's a unique class instance that lives inside of an asset, so you can't cast to it

tired sky
#

Ye I was joking

#

Decided to adventure in here, beings how I'm never in here

gusty heath
#

Welcome home

hazy scarab
#

Hey guys, i was coming to ask if somthing is possibile with the physics destructiable. I qm attempting to record the actually debris and destruction of a rock destructible mesh. When ive started my squencer recorder, i can only capture the falling of the rock not the acutally destruction. I wanted to see if what im doing is possibile or if i should just run this through maya. I am using unreal engine 4.21. Thank you for reading.

tight stone
#

Untested, I'd do it in maya for now

wheat flame
#

Hey, i have an issue with rendering ,, timing is different in editor and in rendered movie is kinda slower ..(ex. particle shows later that it should) does anyone know how to fix it ?

hazy scarab
#

Thank you! @tight stone

grand hedge
#

Im working with some rotations in Matinee, and I'm only seeing green handles in the world view. Is there a way to access the others?

tight stone
#

Why are you using matinee

verbal oyster
wary phoenix
#

Hello i want create an event with argument in sequencer but i have this error every time.

tight stone
#

Parameters are not supported, make a property on the object you want to call this event with, set the keys to constant and sample those parameters from your event.

gritty shore
#

Sequencer question - how can one convert a transform track that's using world coordinates, to instead use local coordinates?

gritty shore
#

ugh relative coordinates are totally fucked

#

each time I try to set a key, it's doubling the values for no obvious reason

#

scale, location, whatever

verbal oyster
#

@gritty shore I'm currently having the same issue, it's frustrating. Unfortunately I still didn't find any solution

gritty shore
#

๐Ÿ˜ฆ

#

looking at your image above, I'm getting more or less the same kind of issues

#

is that also a relative transform?

verbal oyster
#

No it's not. This is just a regular rotation of the camera. I could fix it by setting my values in the curve editor directly

gritty shore
#

you're getting that on a regular transform 0_o

#

I have no problems with normal transforms

verbal oyster
#

About the relative transform. it's like it's using the gimbal axes

gritty shore
#

I'm getting the same weird doubling behaviour on everything - scale, location etc

#

it's really frustrating

#

which version of the engine are you using?

tight stone
#

What version are you guys on

grizzled echo
#

Question about doing cut-scene type cinematics - can I get the engine to render at a higher quality and fps than my machine can do? (as in not real-time, take as long as you like mode)

#

I'm trying to get a nice cutscene rendered, but if I push it to 60fps, I get some drops and stutters when I tell it to render to video

sweet meteor
#

Question about keyframes and transforms in the sequencer. Sometimes when I keyframe a rotation for say a skeletal mesh around the z-axis the mesh rotates the long way around around the axis. Say there might be a 30 degrees differences in rotation, it instead rotates 330 degrees the other way to lerp between them.

#

Why is this happening and is there any way to fix it?

grizzled echo
#

I've seen that, I just added a keyframe mid-way with the correct rotation, that worked in my case.

sweet meteor
#

I've tried and I really just can't get it to work. I've had this issue in Blender too before and I was never able to solve. I feel like there has to be some interpolation setting I'm missing or something.

grizzled echo
#

What's your timeline look like?

sweet meteor
#

It's test model. I rotate a bit in place and the walk forward

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Just supposed to orient a bit to the left. Instead it spins around

grizzled echo
#

Is that a negative or positive transform on the axis?

sweet meteor
#

I can only have a characters turn right lol?

#

meshes*

grizzled echo
#

Nah, just a joke because the image of spinning all the way around to turn left

sweet meteor
#

It's just a location, a rotation, and scale and interping between them.

grizzled echo
#

Yes, but is it going from say 160 to 130 or from 130 to 160?

sweet meteor
#

How can it be negative or positive unless I'm missing something

grizzled echo
#

It's always negative or positive, you're applying a rotator or a lerp from value 1 to value 2

#

I'm just curious which it is, so I can see if I can duplicate it

sweet meteor
#

Ok, I think I might have figured out the promblem.

grizzled echo
#

great!

sweet meteor
#

The rotation is -179 then it's 139.

grizzled echo
#

There ya go

sweet meteor
#

I didn't realize transforms could work like that. I thought they were all absolute in world space. Well I guess you learn something new every day ๐Ÿ˜… . Thank you for the help. Should be able to fix it from here.

jovial marlin
gusty heath
#

I have a level with some cine camera actors attached to camera rails. When the level starts, based on some game variables, one of the cameras is chosen for players to look through as it pans and some dialgoue reads out. Problem is at the end of the pan the player 'unpossess' the camera and is now at a random spawn point in the world where the settings are like the are in the viewport. What do I change? Maybe I can set view target to the camera whose cinematic I am playing when I start the level but can I access the camera from the cinematic? Also maybe there is some 'input mode cinematic only' like 'input mode UI only'

tight stone
#

@grizzled echo If you use Sequencer Render to Movie it doesn't care how long it takes to render each frame. You'll need to either compress the .avi file or export to image sequences and put them togehter into a movie afterwards.

#

@jovial marlin Only the playback ranges I think, unfortunately ๐Ÿ˜ฆ

#

You can make your own camera and replace the level sequence's object bindings at runtime so the animation you made in Sequencer applies to your spawned camera (but I don't know how that plays with camera cut tracks)... make sure you have a camera cut track if you don't already

jovial marlin
#

@tight stone Unfortunate, but thanks.

grizzled echo
#

@tight stone Interesting, it seems to try to do realtime for me, including frame drops. I'll keep tinkering. Maybe I'm missing a setting. Thanks

tight stone
#

@grizzled echo are you sure you're not just trying to play back an uncompressed avi or something and it's your video playback that's dropping frames?

grizzled echo
#

It's possible, I suppose. I'll be doing a bunch of testing on that today.

grizzled echo
#

Hmm, no good way to share, but even when I produce a 60fps MP4, same resolution - I still see the jumps. This is a simple test scene, just watching a planet rotate. Rotates smoothly at 4k 60fps on screen, but not in video at 1280x720 60fps if I produce the video from the video export in sequencer. If I have it produce stills, no issue.

#

So there's something in the AVI that's being produced that's doing drops. Guess for now I'll just do frames and collect them

grizzled echo
#

Oh - found it. I had to turn off the "use compression" in the sequencer capture. Now it's not stutter.

tight stone
#

@grizzled echo weird... definitely avoid avi if you can, png -> ffmpeg is a way better idea anyways

grizzled echo
#

The frames work nicely that way, too

#

First time I'm trying a pre-rendered cutscene, usually I do it 'in world' as it were

#

or with an external app, like blender

#

But for mobile, I want it to look awesome, and not have to worry about it stuttering

tight stone
#

@grizzled echo They did that on Hellblade for the Switch I think (though they rendered at Switch quality) to blend in and out of gameplay seamlessly

jovial marlin
#

There's one scene I have that sometimes goes completely black.
Sometimes it coincides with Texture streaming pool over budget, but even after increasing it, the scene doesn't show up.
Anyone know where else to look?

rocky island
#

Hi, when I render with the sequencer, my scene seems darker than it is in the viewport, when I press play

#

How can I fix that?

jovial marlin
rocky island
#

My output format is .png

jovial marlin
#

Ah, no idea sorry man.

#

The render settings are weird, I know

#

โ“ Question
In the sequencer, I've keyframed the transform of several objects and added a trigger keyframe to a particle preset, so that they move / start at a certain time.
However when I render the sequence, the objects do not move, and the particle system is triggered continuously.
How can I render the scene correctly?

tight stone
#

@jovial marlin Is it just in the thumbnails? If so, probably not much you can do for now.
@rocky island Does it look darker if you just do a normal PIE instance too? If so you have some game code that is doing that.
@jovial marlin Does it do that in PIE? If so you probably need to turn off Auto-Activate on your particle system so that it waits until Sequence keys it. For the objects not moving... that shouldn't happen (test in PIE again)

#

Rendering movies is just a PIE session that dumps frames to disk, so if it works in the editor but it doesn't work in a normal PIE session, then you have some conflicting game code.

jovial marlin
#

@tight stone It's not the thumbnails, but the whole viewport. Even while rendering, it just cuts to black halfway through.

tight stone
#

No camera cut track? Extra fade track? Does it do it when you step through the Sequence in the editor? If you pie does your game do something

paper geyser
#

Hi guys, I'm creating this, but I wonder if someone knows how to create a handheld camera effect so it's not that stable and rigid. I guess with a script, but not sure if just a shake or random rotation will work. Any ideas?

jovial marlin
#

@tight stone Yup, no cutting, no extra fade track. It's completely random, but inevitable after playing it a few times, and always from frame 226 on when rendering, no matter where I start rendering.

#

Turning off auto-activate on the particle system helped for the other problem btw, thanks for that.

tight stone
#

@jovial marlin only suggestion at this point is to take a RenderDoc frame capture and look at what part of the frame being rendered it becomes black

jovial marlin
#

I'll try doing that

pulsar willow
#

Is there a way to use bookmarks with cine cameras? I keep moving my camera and losing it's position and I can't undo

tight stone
#

What do you mean

pulsar willow
#

Is there a way to use bookmarks while piloting a cinematic camera.

#

Also, does anyone have any tips for getting rid of the shimmering effect/noise you get with dof on fine foliage like grasses?

tight stone
#

Editor Bookmarks just store your position/rotation for the editor camera, are you trying to go to a previous bookmark while piloting an object and have the object move there?

pulsar willow
#

Oh I see, bookmarks are for the editor cam only... My problem is that when I pilot a camera, I accidentally move it drastically somehow and the location is lost with no way to undo

#

And if I lock movement for the actor I can't pilot it anymore

#

One workaround I read was to key the camera to get it back in position but that sounds hacky

tight stone
#

If you key it in general and turn off auto-key, then moving it on accident should be done next time you evaluate the sequence (so step a frame over)

#

But... I don't think it's unreasonable that if you're piloting an object that you should be able to go to a bookmark and bring the piloted object with you. And it is interesting that you can't undo piloting objects.

winged moon
#

Is there anyway to move everything in a sequencer timeline up in the Z value, throughout the whole timeline?

tight stone
#

Use the graph editor? You'll probably have to pick all the Transform.Z channels to be visible by hand first

tight stone
#

@pulsar willow FYI you can undo a Pilot Actor if you press the Eject button in the top left of the viewport. And jumping to a bookmark while piloting an actor should move the actor to that location, so piloting a cine camera should work, so it probably comes down to your sequencer autokey settings

frozen cairn
#

Hello guys, I'm having a little problem with sequencer, I have two platforms one is a static mesh and the other is an actor bp. they are both set to the same starting position and animated end position but when I start the game the actor bp is always at its end location and the static mesh stays its start location. How do i get it so the actor bp stays in in start position when starting the game?

tight stone
#

Is your Sequence actually set to play in the world

#

Are these intended to loop

frozen cairn
#

I'm going to trigger an event to play sequencer and no looping just one off

tight stone
#

Make sure you change the transfor tracks to Keep State so they don't pop back to their orignal location when the sequence finishes @frozen cairn

frozen cairn
#

@tight stone okay I'll try that thanks!

frozen cairn
#

@tight stone I tried that and I came across a bug but got round it, but my problem is now as soon as I touch the floating platform actor it jumps back to its original location, any ideas?

tight stone
#

@frozen cairn Oh turn off Simulate Physics on the actor if it has that

#

The sequence will evaluate each frame, but if you have any gameplay code or physics code fighting it, there's nothing the Sequence can do, and the sequence stops evaluating when it reaches the end of the animation (and thus stops re-applying the new position)

frozen cairn
#

Ahhh that makes sense! I think I know what it could be! Thank you very much!

fervent turret
#

im in 4.22, when I render out this 300frame video, 30fps sequencer, into a 30fps render, the playspeed is doubled, playing the shot twice. whats up?

fervent turret
#

the render quality is also really bad

#

compared to the viewport

#

both uncompressed avi and Custom Render > Final Image

fervent turret
#

turns out the playback thing was a bug with either ue4 or a plugin im using, so nevermind on that. ๐Ÿ’ฉ

fervent laurel
#

Is there a way to alleviate this lighting creep?

errant estuary
#

ok so im doin a lil level sequence

#

goin allright, just asking if there is anything easy to make stuff look better

#

like what do u change if u put a camera in, or u leave it all default

#

easy tricks some1 might not know,

tight stone
#

@fervent laurel ...huh. is it any better if you render it at 2x or 4x resolution and then downscale?

hollow mirage
#

@fervent laurel bake the lighting onto the surface.. and it won't move anymore

strong cliff
#

hey, im trying to trigger an event mapped to a key on my keyboard in the level blueprint throug the sequencer, someone knows how to do that?
so basically i want to add in the sequencer that the keyboard presses a certain key at a certain moment?

silver citrus
#

Hey guys,

I've created a few cut scenes in maya that need to be exported to UE4 and im running in to a lot of issues with Importing Camera animations with multiple cuts

There seems to be little to no documentation on a multi cut camera animation import pipeline.

The biggest problem I am having is the Camera animation and character animation lose sync with one another after the first shot.

Can anyone point me to a good Maya to ue4 Camera Animation pipeline that is more than importing a single shot camera?

#

Cheers ๐Ÿ˜ƒ

errant estuary
#

@strong cliff not sure about lvl BP but u can with an actor bp in the lvl

strong cliff
#

i worked it out through keying an event in the sequencer!

#

thx!

tight stone
#

@silver citrus Are you not doing them shot by shot?

silver citrus
#

Im going shot by shot, but it seems to take a lot of manual tweaking of the play back range to get everything in sync

I have my master Sequence, and for each shot I create a level sequence to import the camera animation.

I then line up the shots inn the master sequence along with the character animation.. but its almost as if I lose frames on some shots once they are imported.

After a lot of tweaking I can line everything up but it seems like a lot of work for something that should be 1 to 1

#

Im okay with the extra work, but what I dont get is the lack of documentation importing camera animation that has more than one shot.

I don't believe that everyone is ONLY using sequencer to animate there cameras for cutscenes

tight stone
#

Why not put your character animation inside the shots with the camera anims...?

silver citrus
#

because its just one timeline in maya.

Cutting up the camera animation and having them as separate sequences may be good for a few reasons but its already a workaround for just exporting the entire camera animation as one animation

#

I dont feel like Exporting the character animation as multiple files for each time the camera cuts to a new shot is very efficient, nor do I think it will fix the underling issue of missing frames/out of sync frames

silver citrus
#

to just ask a more basic question,

Can anyone link either a tutorial or demonstration of Importing a Multi-shot Camera animation from maya to ue4?

Thanks guys ๐Ÿ˜ƒ

pulsar willow
#

Is there a way to get rid of shimmering on grass? It is really bad with depth of field so I am guessing it is related. I've played with mip bias, opacity map clip value, quality settings, etc. but no luck.

lucid agate
#

Does anyone know how to get this "normalize velocity" option in the sequencer? I'm trying to have a more constant velocity and this " To get Normalize Velocity option > Split Translation and Rotation > right click on Movement Track and you'll see it." sounds like a fix but I can't figure it out. A link to documentation would do too, but can't find that either :/

tight stone
#

I have never heard of that feature

#

Are you sure that's not Matinee docs you're thinking of?

#

You probably just want to open the curve editor and make your transform keys linear

#

@lucid agate ^

lucid agate
#

Correct, I was under the impression the level sequence was a newer version of the matinee lol I really am clueless.

So would I just make all points on all axis (xyz) linear for the "Location" curves? Clicking on Transform brings up the curves for both Location and Rotation, and I want to leave rotation alone.

Appreciate the reply @tight stone

tight stone
#

It is a replacement, not an upgrade so old features may no longer exist

#

Yeah just click on location on the left, drag detect all keys and press the buttons at the top to change it to a linear type

lucid agate
#

Unfortunately changes the path too much and makes the turning of the camera too sharp, which I guess should be expected. Suppose I'll just keep messing with key spacing and hope that works! Thanks again for the help

tight stone
#

You can play animation assets, but you will need to author the animation elsewhere (Maya)

dusk stream
#

So I'm working on the Real-Time Compositing quick start guide and have been following it to a T, and my foreground element has no alpha at all even though it is showing black

#

My material is setup correctly as well

#

I have it setup with linear color space only as well

torpid sigil
tight stone
#

@dusk stream Does this use a camera capture at some point? I think there's an option for storing the same buffer but with an inverted alpha channel, maybe that would help?

vivid gull
#

Hi, ive been tasked with doing some panning renders of a scene for marketing, the problem is, it's a VR training application and my sequencer cine camera seems to get overun by the servers trying to run and selecting the right maps and spawning actors i think, Is there any way to select to run the camera in sequencer through level blueprints on a button press? (FYI our programmers cant help due to deadlines)

tight stone
#

Camera Cuts track

#

That tells the Sequence which camera to use from the Sequence. You may need to use the game mode override to use a blank gamemode instead if your default gamemode spawns vr pawns and stuff

#

You can also add a long warmup period which waits for the given time before starting playback which gives your game a chance to load things in

gusty heath
#

Hello I'm a noob, need help with sequencer...

vivid gull
#

@tight stone cheers! I had the camera cuts track but it turns out it was the overide gamemode option, I had a hunch it was this but was told by the head programmer that I wouldnt be able to overide this as it's all being driven in the C++ but after exhausting all resources it turns out it was as easy as changing the game mode ๐Ÿ™„

tight stone
#

@vivid gull They're probably right - the default probably is being driven by C++, but when you launch a map in Unreal it does the following order (by least to most important):
default gamemode set for game < default gamemode set for map (via world settings override) < gamemode passed on the map load string.
So Sequencer does that last one.

twin thicket
#

Hello I am new here on this channel and seems really interesting an nice to have so many UE Devs in one place! I am looking for a way to implement lip sync voice with subtitles on in game dialogue and as cinematics can anyone provide me with a link or any pointers how its better to start doing this? I know audio in Sequencer but what about localization with subtitles how does this work? Couse the only thing i found so far is that NPC Quest Dialogue stuff with cant figure out to make it work with Animations Lip Blends and stuff like that .
Thanks in advance Guys

jovial marlin
#

Depth Target being larger than the Render Target is making my renderer crash ๐Ÿค”

urban shadow
#

How do I make spawnables relative to the Level Sequence? So the Sequence can be played anywhere?
There is Override Instance Transform, but Cameras are still in world space...

tight stone
#

Did you set both the Override Instance Transform, but also the bool that says to use it?

urban shadow
#

yeah

#

the transform is not visible, if the bool is not set

tight stone
#

What version of the engine @urban shadow

urban shadow
#

4.22

tight stone
#

That's odd.

#

@urban shadow Try making a new Relative section for your camera transform and copy/paste your keys over to it

urban shadow
#

I already tried that, too but that doesnt seem to work either

tight stone
#

@urban shadow Any attachment tracks or parenting on your Spawnable?

urban shadow
#

nope

tight stone
#

Can you show me a screenshot of the Sequence / Details panel? It seems to work here

#

Oh also are you testing this at runtime?

#

It doesn't work in the editor while scrubbing in the Sequencer window

urban shadow
#

that could be it

#

what is the best workflow here?

#

Recording the Sequence in 0,0,0 and hope for the best?

tight stone
#

Yeah

#

You can also try to record it in world-space, figure out what your transform was and add a relative transform track to everyone which is the inverse of that

#

Which would convert it from world -> 0 space, and then allow the instance data transform to apply that whole thing relative to the transform again

urban shadow
#

confusing as fuck

#

a separate sequence editor would be much better. without any data from the map you are in

tight stone
#

It's a hard problem though

#

Every time you key something, you need to store that key in local space. But a Sequence asset can be used by multiple actors, so now you need a way to specify, at edit time, which one you want to preview/edit relative to

#

And, in general, other than possessable object guids, Sequencer doesn't care about the map you're in.

urban shadow
#

the whole keying is messed up. I dont know when I am editing a sequence or when I am editing the world

tight stone
#

You might be interested in the "Level Edits Only" "Sequencer Edits Only" or "Both" option inside of Sequencer

#

Which tries to help clarify that.

urban shadow
#

it's set to "Sequencer Edits only"

tribal grotto
#

Any improvements?

urban shadow
#

Is there a way to preview Master Sequences in the Editor Viewport?

#

Cuts dont seem to work in the Editor. The camera ejects when a cut occurs

cyan delta
#

@urban shadow through the master sequence ?

#

you sure you have your shots "Lock Viewport" engaged ?

#

that little cam icon

urban shadow
#

wow.
Much documentation

#

Such intuitivity

#

but thanks

cyan delta
#

yeah took me a while to understand how it worked too

#

also it seems you cant preview the sequence AND have an editor point of view to turn around the scene and tweak your cam trajectories

toxic oyster
#

Is there anyway to trigger a custom event inside a actor blueprint from the sequencer?

toxic oyster
#

is it possible to somehow show text while using the fade function in the sequencer?

tight stone
#

@toxic oyster I don't think so, I think it tints the entire viewport. You can use the Event track to fire off your own logic and then make a UMG layer which fades in and out which would let you put text above it, but you won't be able to preview it in the editor.

left ridge
#

Hi , Is level sequencer is just for creating a cinematics or , i can use it to play the sequences in a working game , What if i want to play a cinematic scene for a open world ,
What would be the process :-
I was thinking it to do this way .

  • Created Sequencer , Create whole cinematics scene ,
  • Render the Sequencer .
  • Play the Rendered video inside the game .

Please anyone guide me in the direction .
I have no idea how cinematics is done for the Games .

tight stone
#

You can just play the Sequence

#

It works at runtime

#

It just evaluates dara and sets properties in objects it controls, it's up to you to decide how much you do with it

#

Making cutscenes is just a workflow that people commonly use it for, and rendering the screen to a movie is just one feature is supports for doing things like trailers and making media for use outside the engine

cerulean parrot
#

Hi what is the different between sequencer and matinne

proper oracle
#

โ˜ I thought sequencer was matinee replacement?

#

is matinee even a thing anymore?

oblique cradle
#

hey guyz

#

Having trouble importing my camera fbx aniamtino

#

No animation keyframes show up in my Sequencer

#

I'm essentially putting in a Cine Cam in my scene + adding to Seuqencer, then right clicking the Cam actor in Sequnecer, Importing > fbx

oblique cradle
#

Wowww this is so weird that it be so complicated

#

I can't find any clear method for this

#

Blender + UE4 can be so tiresome ๐Ÿ˜ฆ

oblique cradle
#

I'm using a workaround using Matinee, then converting to Sequencer

#

ugly for sure

#

But now ive got a 90 degree rotation issue which I know is common. Even when exporting with X forward im not getting any luck

#

the animation path is fine, but the camera is rotated 90 degrees

tight stone
#

@cerulean parrot @proper oracle Matinee old and dying. Sequencer new and robust

proper oracle
#

@oblique cradle

#

Why are you animating your camera outside of unreal?

#

Use the cinematic camera actor

#

Use the transform, loc, scale in sequencer

oblique cradle
#

hey @proper oracle Because it's much more comfortable to do certain things in other tools

#

For example, curves in blender/maya/3dsmax can be edited in so many more ways

#

More control

#

Curves in UE4 can't be scaled

#

But anyway I found a script in blender that allowed for successful import as camera anim

#

๐Ÿ˜ƒ

proper oracle
#

@stable dawn awesome ๐Ÿ‘๐Ÿ‘๐Ÿผ

oblique cradle
#

:))

proper oracle
#

And yes I understand what you mean

#

I still use blender for skeletal LODs

#

lol

oblique cradle
#

hehe

#

blender rules

#

but also sucks

proper oracle
#

It only sucks with UE4

oblique cradle
#

exactly

proper oracle
#

Unity is fine

oblique cradle
#

fbx support is just weird

#

oh rly?

#

I just fell upon a weird issue

#

where my camera movement in blender was ultra smooth cause I was smoothing the crap out of my graph curves

#

BUT in ue4, it was mad jittery

proper oracle
#

Yeah the fbx exports and imports donโ€™t seem as convoluted

oblique cradle
#

or wait, not mad jittery, but jumped around a bit

proper oracle
#

Blender needs a ue4 checkbox

oblique cradle
#

turns out blender fbx export has a little Simplify option, setting that to 0 left my curves the fuck alone

#

ah totally

#

its 2019 ffs

proper oracle
#

Yup

#

Itโ€™s habit for me now to set scale and untick every weird fbx option

#

But it shouldnโ€™t be that way

oblique cradle
#

ya

proper oracle
#

There should be a ue4 checkbox that just sets things to what ue4 needs

oblique cradle
#

so much trial and error to make a note to say "oh yeah this box can fuck shit up"

#

yea

#

absolutely

#

blender 2.8 is an awesome improvement so far, but the fbx export seems largely unchanged

#

afaik

proper oracle
#

Origin, bone orientation, scale, shading

#

1 box

#

๐Ÿ˜‚

oblique cradle
#

lol @proper oracle if only blender could export with set origin to 0 for all separate objects

#

my life would be complete

proper oracle
#

Yeah

#

No lie

#

@oblique cradle I think ue4 has an import option to force x facing but even a force center of mass origin would be a nice option

#

Currently you can adjust origin or actors in the map but Iโ€™ve yet to figure out why parent static meshes donโ€™t have an โ€œoffsetโ€ option unless attached to a scene

#

A tool to adjust origin within ue4 would even be a godsend

#

It would probably get just as much usage as the collision tool ๐Ÿ˜‚

rancid yacht
#

I cant seem to find this anywhere. When using sequencer, how do you tell the character to go to a point using AI mapping? Is that done in the sequence somehow, or would that be an event that i would have to call using MoveTo

tight stone
#

You'll have to use an event. You can make a vector parameter on your actual blueprint and animate that (To control the position in Sequencer)

rancid yacht
#

So in the SequenceDirector, for the event graph, are you able to make Custom Events and fire them from within the functions? Essentially I want to spawn a particle when 2 actors get near each other.

#

However i cant seem to call Custom Events from the Event Graph within the functions of the Sequence director

tight stone
#

@rancid yacht If they nave no parameters and no return type (which CE's can't anyways) it should work. You can try making them using quickbindings instead, so make the CE on you Actor Blueprint, then in Sequencer, add that Actor, add an Event track to it, and then add a key and in the properties use the quickbinding menu to bind to that CE you made

#

But uh, why not just spawn the particle from Sequencer

rancid yacht
#

i am going to spawn the particle from sequencer

#

but i only want it to spawn when they get close and overlap

#

i have been ignoring sequencer for almost 2 years now, so im trying to catch up and finding the same rules dont always apply as when it comes to BPs. lol

tight stone
#

I don't think you can do the logic for determining their distance in Sequencer

#

I don't think there's a tick function you can use to check their distance each frame

#

It is a real blueprint inside the Sequence, but it's not an Actor or a Component like you're used to

#

So things like BeginPlay/Tick/OnDestroy etc don't exist I don't think

rancid yacht
#

Thats correct

#

We get On Created

#

thats it. lol

#

So ill just have to call to the actor then and have a new Graph just meant for Sequencer Calls

#

Okay so this is interesting. Maybe its just a UE4.22 bug?

pulsar willow
#

is there any way to get rid of flickering from cinematic dof? I get noise depending on the focus distance, it tends to move with this setting. Right now I've been trying to strategically set shots up where there is no foliage at that distance but that's not ideal.

tight stone
unborn crypt
#

Hey! I can't seem to find a way to change my sequence tangents in the level as you used to be able to with matinee. Is this no longer supported? Do I have to strictly work in the graph editor?

pine haven
#

how can you change the distance between camera and level? i tried alot but nothing really changed the distance, just need to get it a little closer or focused on the level not the character

tight stone
#

@unborn crypt make sure you've converted them to weighted tangents first using the graph editor

#

@pine haven what do you mean the distance, just move the position if you want the camera to move, or animate the field of view or focal plane distance variables. Make sure you're not using autotracking for focal distance

pine haven
#

already found out how it works but thanks anyway

unborn crypt
#

@tight stone I have clicked the keys in the graph editor and changed the tangent weight mode to both. Is that enough to enable it? I remember the movement lines in the editor being yellow before, is this just changed or because I am not in the correct mode? I'm on 4.21 btw ๐Ÿ˜ƒ

tight stone
#

I don't actually know if it's supported, but it definitely wasn't going to work without weighted tangents heh

unborn crypt
#

I'm animating a vehicle driving around in a short scene but at this point I'm considering just animating it in maya and importing haha

pulsar willow
#

Can someone point me in the right direction with implementing a camera shake in the sequencer?

pulsar willow
#

Nevermind, camera anims did the trick.

devout fern
#

Question: I'm trying to render my level sequence to a video, I set it all up like the tutorials on youtube and the official documentation suggest yet when I press "Capture" it starts recording the game from my main menu. I have a deadline to meet so help me if you can guys!

#

Anyone have any ideas? I'm using 4.20.3

tight stone
#

@devout fern that's a problem with your game setup

#

The movie rendering just starts the game

#

If your default project-wide GameMode is creating the main menu, you need to use the GameMode Override option in the movie rendering UI to specify one of the defaults

devout fern
#

Yeah I figured that out haha. It took me a bit to understand it but I got it! Thanks man!

urban shadow
#

How do you control Post Process Materials with the Sequencer?

tight stone
#

@urban shadow Can you add the post processing volume to the sequence and does it let you animate the material slot on it? PP's use Materials really weirdly... you might need to use a Material Parameter Collection and put all of the variables you need to animate there and use that inside your PP Material

urban shadow
#

yeah a Material Parameter Collection is a no no for me

#

hm, An Event Track on the PPV seems to be a working solution, although it is weird since I cannot control it gradually :/

queen cobalt
#

anyone has any fixes for stuttering renders?

tight stone
#

@urban shadow Here's an idea; Make a blueprint which wraps your PP Volume. Expose your own parameters on that blueprint (such as vectors, floats and other things) that modify the variables you actually need. Make a function named Set<VarName> that takes one parameter of the same type, ie a float called "PPColorGain", make a function SetPPColorGain and takes a float parameter (make sure you assign PPColorGain after getting the value)

#

Sequencer will call the setter function instead of manipulating the variable directly which would allow you to modify the actual Post Processing volume

#

@queen cobalt what do you mean, it doesn't matter how long your render takes it shouldn't affect the outcome.

queen cobalt
#

i never mentioned that my render takes too long to render out. i simply have an issue with stuttering frames from my cinematics export.

#

@tight stone

urban shadow
#

@tight stone well, that works for single parameter changes. But not for gradual changes

tight stone
#

@urban shadow What do you mean

#

You have the float/vector/whatever parameters, animate them with whatever curves you want

#

@queen cobalt What are you exporting to, avi? How big is the file size?

queen cobalt
#

i rendered it out in avi first at a file size of roughly 800mb and it was stuttering, then i rendered it out in frames, compiled it, then watched the video and the same stuttering look happened in the clip

tight stone
#

How did you compile it, and how big is your compiled thing

#

It sounds like an issue with playback and not with the source images.

queen cobalt
#

compiled thing?

#

for the avi it was rendered out straight from ue4

#

for the frames it was rendered out of ue4, and then assembled the frames in blender with the correct framerate and resolution settings

tight stone
#

Run your avi files through handbrake or something to compress them

#

Uncompressed AVI files are way too much data for computers to handle in real time, even when played back through VLC or something optimized for video

queen cobalt
#

@tight stone it helped out alot thanks!!

obsidian oak
#

Hey all! I'm looking at getting into cinematic design? Any tips on getting started? Specifically good free/cheap learning resources outside the ue4 documents? Also any tips creating a demo reel without having any game projects to work on?

tight stone
#

There's a bunch of different sample projects, can always record things (like player movement) with Take Recorder/Sequence Recorder and use those to cut your cinematics around

young bane
#

Hi guys.
Anyone have issue with vehicle movement recording with sequencer?
Its animation kinda not working after record. Only transform working.
Engine Version 4.22.

#

Tried in Advanced Vehicle Template and Epic`s Buggy Vehicle Game. Same result

tight stone
#

Turn off simulate physics

#

Otherwise the physics system fights Sequencer trying to change things

obsidian oak
#

Any other community groups specific to cinematics?

marble bear
#

Does anyone know what the going rate for cinematics is right now? Like to make a 5 second clip of a post apocalyptic city?

granite lily
#

Hey, guys, anyone know the most stratightforward way to animate a parameter of a material in sequencer??

tight stone
#

@granite lily Just... animate... it?

#

Add the actor you want to animate it on, add the static/skeletal/etc mesh you want to animate, add the material track to that, and it'll expose any parameters exposed to the MID

granite lily
#

Hey @tight stone , what if i add the skeletal mesh to sequencer but dont see any material track to add when i try to add track

tight stone
#

@granite lily Are you sure you added the skeletal mesh component as well? Show me a picture

#

When you have "SkeletalMeshComponent0" listed as a track and do +Track on it you should see this in the list

#

This assumes your skeletal mesh has a material already

granite lily
#

๐Ÿ˜… Jeez, never mind, i got it working, when i added a collection parameter in my master material, i forgot to save! So I was eventually able to add a Material Parameter collection track and the parameters are now animatable. Its funny how we skip the little things

#

but regardless of that i still dont have the material parameters listed like in your image

#

ill show you

#

how did you get yours to show up

tight stone
#

Like I said

#

You need to animate both the Skeletal Mesh Actor ("BEING" in your case), and the Skeletal Mesh Component ("SkeletalMeshComponent0")

#

Materials don't exist on actors, they exist on renderable components so you have to add both.

granite lily
#

oh i see, will try that out

#

GOT IT, thanks @tight stone

#

What if i wanted to have morph targets in sequencer , how does that work?

tight stone
#

I do not know if there is a good way to do that yet.

#

I suspect you may need to animate an intermediate float variable, and then use a setter function (or tick) to read that value and apply it to your morph target on the skeletal mesh.

#

Seems like you could make a track that operated on Skeletal Meshes that interrogated the mesh for the channels and then on evaluation applied them... probably a good canidate for a pull request if someone was to make one.

granite lily
#

Ok thanks man

#

Sorry for the barrage of questions guys, i wanna know how to get a handheld style camera motion in sequencer , all in ue4, without exporting scene for modification in another application like Maya or 3dsmax

tight stone
#

You keep asking the hard questions @granite lily ๐Ÿ˜ฆ

granite lily
#

Hey, i just want the good stuff๐Ÿ˜‹

tight stone
#

You'll have to use a Camera Anim/Camera Shake asset which is still run through the old Matinee system, but once you've generated the camera anim/shake asset you can put it into a Sequencer

granite lily
#

sounds feasible...wish there was a ready made asset tho which i could use, cause i dont have a clue on how to use matinee (dont even want to)

tight stone
#

I don't have an answer for you on that one (though someone else might)... otherwise possible Marketplace opportunity for you pokuriOHOHO

granite lily
#

๐Ÿ‘

urban shadow
#

I have a collection of generic Camera Movements that should be used in any Sequence.
Is there a way to stretch the Camera Movements' duration depending on the length of the Cut?

#

If I shorten _Far I dont want the Camera to cut off during the movement. The movement should finish but faster

tight stone
#

@urban shadow How do you store these generic camera movements? Is there a unique copy in each sequence? There's no good way to do it that I can think of; If you turned them into skeletal animations you could speed up/slow down the animation clip (but you'd have to do the math by hand). If you have Transform keys, you could either use Python to script a thing that modified them, or 4.23 will add a retiming tool to the curve editor which would make scaling the time values on the keys easy

sage sluice
#

I want some feedback, if you would so kindly as to give some.

sturdy nova
#

Hi guys, a simple question, how do you add those black bars up and down to your cinematic camera? can't find the setting here

sturdy nova
#

Found it, a postprocess material in camera

tight stone
#

@sturdy nova That's letterboxing determined by the camera filmback vs. the actual output resolution

#

@sage sluice Pretty sure you mean "realized" and I'm not entirely sure what you're trying to pitch with it

sage sluice
#

@tight stone I'm trying to pitch a cop game

#

I've shown it to a few people and I've had a "mixed" recpetion

#

nothing negative thou

tight stone
#

How many of them were friends? ๐Ÿ˜‰

sage sluice
#

0

#

random people

tight stone
#

Who are you pitching to? Is this for the public (via Kickstarter or indie-gogo) or are you trying to pitch publishers?

#

Are you trying to pitch a game or a movie

sage sluice
#

Game to public

#

@tight stone

tight stone
#

I think you should try to look at different successful game kickstarter trailers/pitches and compare them. ie: https://vimeo.com/77456876

#

Immediately they've introduced the in-game characters, and then given themselves credibility by listing their names and what impressive successful projects they've worked on in the first 10 seconds.

#

In comparison, you have silence for almost 10s. Then they show some different slices of the game, before starting to tell you (and show you) what the game is about. "Explore" "Hold On", and then they move into the hook - "Because we won't last... 'Don't panic, but we're maybe all gonna die soon"" and then it gives the scary reason for that "And there's something in the woods"

#

So within a minute, you know who the characters are, you've seen the setting of the game (a town, talking to friends) a slice of the game (exploring, dialog, jumping on ropes) and finally the hook of the game, the reason you're doing all of this (there's something in the woods coming to take it all)

#

You have two "bad guys" but there's nothing that really signifies they're bad guys. Everything is dark, it's hard to see that they're holding guns (and in video games, good guys hold the guns too). And then you've got police car who magically sees them, and gets out to point a gun at them.

#

I don't know what the gameplay is. Which side are you playing, what is the actual game? Is it FPS? Third person? Do you shoot at dudes walking down hallways away from you?

sage sluice
#

You play as a cop and you arrest the bad guys.

#

those actions have consequences in the game

#

jesus now I think about it

tight stone
#

As far as the actual cineamatography; Use the curve editor to change the curves to be linear instead of cubic so you don't get that slow-start/fast/slow-end look to every move, probably animate the camera separately instead of just attaching it to objects and having it be completely static, sound effects (someone radioing in a crime in progress? Police sirens? Screeching tires as it stops?)

sage sluice
#

Now when it comes to that stuff about curve editor, idk what that is or how to use it

#

Everything else yeah your right

#

although the Camera's were all animated separately

tight stone
#

It's pretty simple, just click on like your Camera > Location > X channel in the treeview and then open the curve editor (furthest right button in Sequencer)

#

and that line it shows you is time over value... if you click the keys you'll see tangent handles which determine the slope of the lines coming in/out of it, and you can convert the keys (right click on them) to linear keys which removes the handles and makes straight lines

sage sluice
#

ok

#

I've done it on one shot > one camera

#

@tight stone

#

I see your point

#

All I need to know is @tight stone Do I have a good start on this or not?

tight stone
#

Trying is the first step at improving, and it's always easier to tweak something than to start with nothing it's definitely good to have started ๐Ÿ‘

sage sluice
sweet meteor
#

I'm trying to play two animations in two different groups and slots in the level sequencer. In this case, a lip sync animation and the body movement. It looks fine in the preview, but when I actually play it in the scene it looks wrong. Anyone know what might be going wrong?

tight stone
#

Do you have something else that might be fighting it? Like AnimBP logic or game code?

gusty heath
tight stone
#

Don't use piloting and keying, just use the anim graph and do it by hand for now

#

Something about piloting the camera changes the rotation to be very big and Sequencer then respects that

jovial marlin
#

I accidentally deleted a dimension ๐Ÿ‘€ help

tight stone
#

I don't know if you can @jovial marlin lol

jovial marlin
#

I don't think so either, so I made a new transform and copied the keyframes over

arctic merlin
#

Interesting issue. So my post process effects weren't applying to the sequence in the editor, but when I started rendering they all were thre in the capture display

#

is this a known bug?

tight stone
#

Was your post processing volume marked as Unbounded so it would actually reach wherever your camera was?

tulip delta
#

Has anyone used their VR headset as the camera when recording into sequencer? I am having trouble getting it to record any data

loud spade
#

Does anyone know a way to disable the 'Building Covers' in sequencer? Or to, for example, reduce the resolution of the covers? It's causing a lot of lag when it keeps rebuilding them over and over.

tight stone
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...covers?

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Do you mean the thumbnails on shot tracks? Right click on the shot and go to the thumbnail subcategory and there's a checkbox there

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@loud spade ^

loud spade
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Ah sorry, it says "Building Covers" in the bottom right when they're being rebuilt. Not sure if that is specific to our custom version of the engine.

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But I think that fixed it! I.. Really should've figured out to try right click on it. Thank you very much!

tight stone
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That does sound specific, I don't think there is a cover system of any type built in.

mystic shuttle
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So I want to make a cinematic sequence showing my level. However some elements in my level are triggered by a collision with my pawn. How can I trigger and time them with my camera? thanks!

deft sandal
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@mystic shuttle you can setup the sequence to trigger things for you

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and you can spawn actors just for the sequence if needed

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I setup my actors for 3 modes cinematic, gameplay, menu so I can use the same actors with begin play switch

mystic shuttle
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Hey, can I get any resources on that?

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tutorials etc

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all I know right now is how to create a level sequence and switch cameras, but can't trigger anything or do more complex stuff

deft sandal
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you can find out how to spawn actors and control through the sequence via the Unreal site they have it all in tutorials

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yeah go through the epic series thats how I learned

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one thing that is tricky is you can have a sequence take over an actor

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so it spawns it

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which will break your gameplay

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so I stopped using it unless required it was hard to get the actor back out of the sequence

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they have made it better but it was like a 1 way trip at first and you would have to recreate it

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let me find the tutorial i used

mystic shuttle
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please ๐Ÿ˜ƒ

deft sandal
mystic shuttle
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and I don't mind breaking stuff Im using version control

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it's just to render out some stuff

deft sandal
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yeah this was the first stuff I learned in the engine

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you can find a possessables vs spawnables section

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remember that can be sticky

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I have used all this stuff for different cinematics you just have to get used how it wants to work

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recording actors and then adding them back to another sequence it can get complex but its not that hard, hard part is getting what you want

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like making any movie its all there just how you use it

mystic shuttle
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ok thanks man

deft sandal
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trying to keep 1.40 seconds interesting

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goal was to learn the tools

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all I can say from Unreal 1 it is way way way better back in the old days we didnt have anything I had to hand script everything and switch the camera for different animations to play to tell the story

mystic shuttle
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I am trying to render a 10 second sequence at 25fps (250 frames) and it comes out very fast like 4 seconds

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what am I missing here?

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it's also showing the FPS character perspective in the end for some time (probably my missing time) wtf?

deft sandal
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your default time might be set to 60FPS

mystic shuttle
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where do I change that?

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I set everything to 25fps

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in the sequencer and in the render movie settings

deft sandal
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which version of the engine are you running?

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do you have that lock to game FPS clicked?

mystic shuttle
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4.22

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and idk

deft sandal
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well I am using 4.20 and they changed a few things in 4.22

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but if it is the same you see the FPS

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says something like 25FPS

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at the top to the sequence

mystic shuttle
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nvm i have figured it out

deft sandal
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cool

mystic shuttle
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had somehow a camera cut in the middle

deft sandal
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sorry machine crashed to blue screen

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that clock source I think is new in 4.22

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nah I have it in 4.20

tight stone
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Clock source is ignored during movie rendering iirc

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Since it moves at a fixed (1/framerate) timestep regardless of how long it takes to render each framw

mystic shuttle
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How can I trigger a door to open in my sequence at a specific time?

tight stone
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An event track, or just animate the door as part of the sequence.

verbal oyster
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CTRL Z is a bit buggy with sequencer isn't it?
When I move something in my scene and I try to do ctrl z, I have to press like two three times before it gets undone. And I see the sequencer timeline flashing as I'm pressing the ctrl Z

silk gust
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Hello, how can I increase or decrease all keyframes in the sequence ?
If i have a lot of them and i want from 0.5 sec to 1 sec change all ?

silk gust
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i just select all them and move with ctrl

tight stone
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@verbal oyster go to the Edit menu in main world and see what it thinks is on the top of the undo stack by name

verbal oyster
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I didn't encounter the problem anymore, I think I was actually hitting S accidemtally (to move the camera around) and it added some keys, so I was basically undoing the add key action x)

mint monolith
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Have you guys seen this summer event?

tight stone
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@verbal oyster Ah yes. S is key transform and I think it tries to work in the viewport unless you're holding RMB when you press s to move backwards.

errant estuary
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that competition might be fun, havent uploaded anything to my pornhub in a while

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aww no nudity, too bad

primal oracle
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hmmMm

mystic shuttle
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Hi.

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I want to capture something that happens quite some time into my scene after begin play. How do I time the sequence to start when I want it?

rocky island
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Hi, how can I create a cinematic with my third person character?

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I cant find my character in the player start in the sequencer

tight stone
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@mystic shuttle uhhh put a really long warmup time on the capture dialog? You mean movie rendering right

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@rocky island look up dynamic actor rebinding for Sequencer. You'll animate a dummy object in the Sequence and tell it to apply it to your actual pawn at runtime

formal heart
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Does someone know how to apply a camera shake to the CineCameraActor inside the Sequencer?

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Here is the video + audio that shows my problem:

unkempt glade
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Anyone has any idea what could be causing this? From what i read its some artefacts, but i have no idea how to fix or adjust them. Thanks in advance.

formal heart
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maybe the shader/material?

quartz dagger
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Could someone Help me? Whenever I make an animation in the Level Sequence whenever I play it in the actual game the Animation is different from what it was originally. Does anyone have a fix for this? its really bugging me

formal heart
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interesting.. how do you start the play with the camera initially? Can you record a short video and show the issue?

tight stone
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@quartz dagger you've probably got game code running that is fighting the sequence

quartz dagger
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Ill check

gusty heath
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does anybody know why this is happening with sequence recorder

quartz dagger
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Could someone Help me? Whenever I make an animation in the Level Sequence whenever I play it in the actual game the Animation is different from what it was originally. Does anyone have a fix for this? its really bugging me

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This is what it looks like in the level editor

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This is what it looks like in game

tight stone
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What is different about it

quartz dagger
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When the camera falls at the ending It rotates ALOT more

wind girder
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heyo, hopefully im in the right category.

I have a plan of using the foliage tool as part of a short film.
The idea is that a school slowly gets overgrown by lots of grass, vines etc

If i place that grass with the foliage tool in order to populate the level, will i somehow be able to animate the scale or growth of this grass, hopefully in terms of keyframes used in addition with the sequencer system.
Both globally for all foliage or for sets of grass.
So that i can time it with a camera and various events

Im after something in relation to how the falloff system works in Cinema 4D if anyone is familair with such, heres a demonstration of how that works: https://gfycat.com/UnfitWellwornJaeger

Im a newbie at Unreal, but from prior experience with unity, maybe i could achieve this with a blueprint and a trigger
im not sure, but i was hopeing some yall wizards maybe had some wise insights

and again let me know if theres a better or more suitable channel to post this question in!

gusty heath
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I may be wrong but I doubt it, changing all foliage every frame sounds like it would be laggy af if even supported. Would probably only work very small scale.

wind girder
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Hmmm

wind girder
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anyone else have any suggestions?

ashen python
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Hey, I have setup correctly my camera and rig rail together, with my camera moving around the mesh i want to record. But when rendering the video, my camera stay at a static position, the last place where the camera was before starting to render. Does anyone know how to fix this ?

mint monolith
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@wind girder Sounds like niagara might be your best bet

wind girder
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that might be a direction

wind girder
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@gusty heath @mint monolith thanks for the help guys. Got some insight over on the forums too, of using which in tldr is about material magic haha

tulip delta
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Any idea why my shots are not playing in a Shots track? They work fine by themselves. But have no thumbnails in Shots track. I can get 1 of them to work if I select a camera in the cinematic viewport but then the other does not work. Am I missing a key step?

tulip delta
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Figured it out. Using the camera icon to add the camera also adds a "Spawned" track which adds and removes the camera. This didnt work well when combining with a Shots track. But deleting this Spawn behavior and manually adding a single camera that stays in the world did work

tight stone
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What version of the engine?

tulip delta
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4.22.1

winged moon
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Anyone have tips for animating grouped actors? Just a simple rotation of multiple assets all at once

winged moon
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(in sequencer that is)

fading belfry
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hello my animation is stopped in the sequencer , how can i continue it?

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my spaceship disappear at the end

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oh i found the solution: right clic on the anim in the sequencer then move the end offset

winter plover
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I'm having a little trouble with playing a particle system in a cinematic.

So, I've got a particle system, snow specifically, that I want to always be visible.
The bounds are currently around 200000, which seems very very high, or perhaps my scene is simply obscenely large...
Is there a way to make it continue to play even if its not in bounds?
Everything works perfectly in the sequencer play there, however the particles don't appear at all when I try to render out the sequence as a video or image sequence.
has anyone had any similar issues at all?

tight stone
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@winged moon Do you want them to rotate around their own pivot points or around the group center?

tight stone
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@winter plover There's probably a flag on the particle system actor about ignoring bounds - probably more a framework/rendering q than a sequencer one.

winged moon
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@tight stone For now I stuck everything in a blueprint, than added that to sequencer

sick void
fading belfry
glass ruin
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Look at the curves, @fading belfry - I'm guessing it's doing some weird interpolation between the curves (If you change those two keys to Linear, is the problem still there?)

fading belfry
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oh yeah linear is cool

fading belfry
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is it the compression? i put it at 100% compression guality

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quality

fading belfry
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Or maybe the avi ?

tight stone
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That looks like anti-aliasing didn't go off... do you have anything that might be lowering the screen resolution? Alternatively, did you uncheck "Enable Cinematic Scalability" in the rendering settings?

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I think compression would create big blocks that had no awareness of depth, but that's pretty clearly around the edges of objects to me.

fading belfry
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I put the resolution at 4k and it fixed the problem but the vidรฉo is not very smooth

tight stone
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@fading belfry compress the video. it's too big to decode fast enough

fading belfry
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ohh ok

karmic halo
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hello! how do i do the megaman transition camera effect on ue?

barren lotus
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Hey guys, i hope you guys are doing fine ๐Ÿ˜› i am facing a little problem with the sequencer rendering.

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When i press render, i freezes. un responsive.

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Is there anything i can do to fix it?

golden drift
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not sure if this is the right place to ask, but can I make a camera rail loop?

tight stone
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@barren lotus try using Separate Process when rendering

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Don't they use a spline component? Doesn't that have a loop checkbox?

golden drift
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I think it is a spline. FIrst time using it, just getting accquainted

barren lotus
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Thanks guys i figured it out, I copied this project from other PC so link to save video output was not valid ๐Ÿ˜›

golden drift
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sorry I'm really blind, im not sure how to loop it

wintry wave
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Does anyone know how to make timing in Sequencer more accurate? Right now my audio slowly desyncs over a span of a minute with events in sequencer.

hot ginkgo
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Quick Sequencer question - Is there a way to create a temporary sequence in and out to loop a certain frame range in a sequence? I've attached a picture of how it used to work in Matinee, (The green markers create a temporary section to play/loop from) but I haven't found a way to do it with sequencer yet. I don't want to interfere with my In/Out markers, I only want to create a local 'looping' zone temporarily.

tight stone
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@wintry wave Er... you can change the clock source for a sequence to Audio, not sure if it'll solve your problem or not.

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@hot ginkgo I and O I think? It's something like "Selection" in Sequencer, and then one of the loop options in the UI is to loop between current selection

hot ginkgo
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@tight stone That works perfectly! Thank you, that was a head-scratcher for me, glad to know the functionality carried through to Sequencer ๐Ÿ‘

royal oracle
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hey, why do weighted curve tangent handles only work in Sequencer curve editor