#cinematics
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I think there's a project setting for the default
Unreal has a webm player.... anyone know how the hell to actually use it? LOL
@pale swallow glad you already found it!
I have a billion rupees question...how to play sequence while game is Paused?
just FYI this wont work
@novel sparrow Hm. You might need to change the Tick Clock Source for the Sequence to Platform time.
No promises.
Cool!
Do note that its' now deriving delta times based on the platform clock and not on the in-world time so it'll ignore slowmo n stuff
I am having some strange issues where in between playing one cinematic and starting the next cinematic, the game returns the viewport to displaying the thirdperson player camera. This is an issue because basically all over the game there are these super weird, almost subliminal couple of frame scenes from the wrong camera. It's driving me nuts and I am striking out all over the UE message boards as far as coming up with a solution. Anyone got any ideas? Thanks!
You can't enforce the order that two sequencers tick, so even if they did stop and start on the same frame there's no gurantee it'll be "release" then "capture"
You will need to run your own camera control system that can enforce the order
@tight stone I was thinking that may be the case. Could I write force spawn a blacked out widget over the top of the view port during those times maybe?
@vague oasis You might be able to listen to the sequence playback completed event, do your logic to determine the next sequence, and then force it to evaluate by calling Play
That would ensure that the first sequence is torn down, stores the camera cut to the previous state, callback is called, and you force the second one to start and evaluate meaning its camera cut kicks in, all before anything is submitted to the renderer for that frame
why did they have to break the playrate actor
now you can no longer do slowed down or sped up bits in scenes - i mean playrate adjustment works in sequencer sure but as soon as you go render it - it renders everything at normal speed
It's been discussed in this channel, that's some untested suggestions for workarounds if you're compiling from source
how do you transfer smoothly to your main camera when sequence ends?
Build your own camera blending system and trigger it with events
That uses the Player Camera Manager
there was a thing with matinee
event that triggers when matinee ends , yellow node as i recall
you could use it in level BP
theres no such thing for sequences?
There is an event in the level sequence actor that fires when Playback stops
how to trigger it?
When are they announcing the film jam winners?
hey
guys
i need help
you can see some decals down below that are not visible in cinimatic render view why please help me
anyone there hello
Hey, does anyone know how I can change camera's or change the location of the character's camera once you enter a location marked by a box trigger, and have that camera follow the character? And maybe once the camera reaches a certain height or reaches the edge of a certain area it stops until you go a different direction, to keep you from being able to see area's you're not suppose to? Basically, similar to megaman's or mario's 2d camera system, except I want to change the distance the camera is at as well.
Well, for the changing the distance I can just use the spring arm and trigger the changing once you hit the box trigger, but I guess the main question is how to keep it from going too low or high and limit the camera's range of movement in certain area's, so to speak.
So, say you're n a cave and there's a opening in the wall, and on the other side there's a more open room but there's a little drop. When you're still up in the hole in the wall you can see the drop, perhaps you can see what's at the bottom since it's not that big of a fall, you're currently near the middle range of the camera's view. But once you walk forward and drop down, the camera only goes down a bit, but it stops after a certain point and you're now near the bottom of the camera's view. While you're in the room it doesn''t go much lower since otherwise you'd be seeing down under the floor, but the camera can go higher if you reach the middle of the camera's range again and keep going up, the camera goes with you and you stay near the middle of the camera's view.. How do I do this?
hey guys! I'm trying to use the CameraShake BP in a sequencer cinematic but I don't see any possibility to blend or mess with the variables of the bp in the sequencer ... anybody got any ideas?
So I am new to making cinematic in Unreal Engine and I ran into this Read only output directory when I tried rendering. No idea how to fix this problem
What told you that it was read only
anyone has any tips for getting less choppy renders for cinematic exporting?
Compress the resulting avi file, it's too big to play uncompressed
Huh... I didn't know it had a warning in there.
Try picking a folder in your My Documents, the Videos folder might be special?
Or just put it in the MyProject/Saved/VideoCaptures and move it afterwards
So i tried that and it crashes unreal
So it fixed the other problem but then doesn't respond
@wheat prairie If you have after effects or premiere pro render it out as a .png sequence and put it together in that
@gusty heath Maybe some game logic to find the closest point on a spline with holds at certain points. With a free camera, to keep it going too high or low maybe set up a camera collision zone type deal
(ffmpeg can also combine image sequences -> movie file)
So the avi file wouldn't work because i didn't have enough storage.
@gusty heath The collision stuff shouldn't be too hard. Setup boxes in places you want to block the camera and set their collision channel to match just the camera/camera pawn. Probably a bit more to it but i'm not that familiar with the game side of things. Should be tutorial around though.
What you are asking for is much more gameplay oriented and I don't think sequencer is the way to go
@mint monolith Oh okay, cool! So for a tutorial for this I should look up how to set up camera collison, or something like that, in youtube? Or is there a specific tutorial you have in mind. And oh, is this not the right channel to ask this question? I just thought that this would be the best place to ask for camera related stuff, since it's called cinematics, and didn't really know where else to put this question.
The unreal docs show spring arm has a bunch of presets for collision stuff
https://docs.unrealengine.com/en-US/Gameplay/HowTo/UsingCameras/SpringArmComponents/index.html
The Spring Arm component is used to automatically control how the camera handles situations where it becomes obstructed.
Uh most of the cinematic stuff these days is done using a tool called sequencer, that's what a lot of the people on here know and use I expect so you might get better answers elsewhere, i'm not sure.
Are you using blueprints?
Oh okay, fair enough! And yeah I am. So basically I need to set up some invisible boxes to collide with the camera and keep it from going too low or high, then create basically an outline/perimeter for where the camera can and can't go, and change the spring arm to where the camera doesn't just move closer to avoid collision, and instead moves along the perimeter of the collision then corrects itself once the character moves away from the perimeter that the camera is colliding with?
Yeah that sounds good to me. By default I believe the camera will collide with your existing geometry. Anything with Block on the Camera collision channel. But you can use extra invisible geometry instead of or in addition to that.
I'd give that a go and then maybe post in the blueprint chat if you get stuck on something. If you have a very specific question people are usually very quick to help
Alright, fair enough! I'll try that. And how do I keep the camera from moving towards the character whenever it collides with an object, and instead just stays along the perimeter of the area I set until the character moves up/down and away from said perimeter?
I'm not sure. One thing that comes to mind is an OnCollision event that locks the location of the camera from updating and unlocks once they've moved away
Oh okay, cool. Well, I don't necessarily want it to lock, just not go any lower. Like, say, there's a drop down and once you hit the bottom, to keep you from being able to see what's below the floor the collision for the camera makes it to where the character, which would normally stay in the middle of the camera, is now near the bottom since the camera is now higher in relation to the character, and doesn't move towards the character to try and keep it's centered positioning, but it'll still move left and right with the character. But once you move up by jumping, or climb a staircase or something, the camera rises with you once the camera is moved away from the perimeter by the character moving to a higher place.
Sorry if I'm not explaining it the best, but this is the best example I can thing of ๐
Think of mario or something. Once the reach the end of a room, or the bottom of a pit, the camera doesn't keep moving down to keep them in the middle, but it'll still move left and right with the character, but once you start climbing higher or getting away from the perimeter of the camera's "movement area", the character is back to being in the middle of the camera.
And the camera doesn't attempt to move closer to compensate and avoid the collision of it's perimeter.
You will probably have to set that logic up yourself inside the blueprint, sounds like it's beyond what spring arm can do by itself
Huh, interesting. I'm just not entirely sure how to do that, is all.
Best thing to do is just research and try it! I'm never too sure when coding something new.
I figure most unreal engine marketplace stuff is fine, but anyone know if the games Epic scrapped into content packs have the rights to be used in artwork published commercially?
Can I use paragon (sp?) assets to make stuff for a magazine?
https://www.unrealengine.com/en-US/marketplace-faq Check the Usage Rights
I feel like they consider "Engine" to be a game engine, not After Effects, right?
That's the only hang up I have, but it looks good to go.
(or some other software)
Yeah it seems fine, thanks!
idk if this is the right channel but if I wanted to make a splash screen for my game. not for VR. Just for a PC Game. How could I do it?
I have a video I want to plop into UE4 but idk how so
Hi there!! How you doing! Im trying to impor movies to editor but when I import play them in Widget or whatever other way to play them, there are no sound in them. So I just wanted tu play them in a Cinematics Widget and give the user the option to play/pause it, but as I spawn sound , if you pause movie, soud continues. Is there any way to export movie from premiere that fits UE4 codec? Im exportinf AAC. There are also ACC +1 and ACC +2. Is that the problem? Thanks a lot in advance! Have a nice day
Are sequencer and cine cameras fine to use in games and not just for offline cinematics?
Yes.
Thanks
Having an issue where multiple fade tracks in sequencer are flickering when there are no keyframes? Anyone seen this before? I have a fade from black at the beginning and a fade to white at the end in a separate track because you can't key the fade color. My fade to white flickers randomly...
Change the fade color on the section, not the key.
Is there a method to get Output Captures from selected cameras at runtime, similar to the Media Capture tool
Basically the results of this: https://docs.unrealengine.com/en-US/Engine/ProVideoIO/BlackmagicQuickStart/#3-outputcapturesfromtheunrealeditor but at runtime
A step-by-step guide to getting video from a supported Blackmagic media card into the Unreal Engine, and sending captured video output from the Unreal Engine out to a port on the Blackmagic card.
@tight stone Not sure what you mean by "Fade the color on the section"
@fast cosmos right click on the fade track section on the right hand side of sequencer and look in the properties they're
You can't have two separate fade tracks because they'll both evaluate and fight each other
So you can take one track, split it into two sections and change the color that each section fades to
How do you split the track into two sections
I was looking for something like that
Ok I found it you have to unlock the section start / end
Hi.
Is it possible in sequencer to translate and rotate entire track? or event entire shot and everything inside it?
Basically, I have something animated, but I want to move it and rotate it while maintaining the animation, and without having to fix every keyframe.
Add an Additive transform track
Or if you want to move the entire sequence you can try using the relative transform option of the Level Sequence Actor
Additive transform works, but I would have to add it to everything ๐ฆ Will try with level sequence actor
I'm having a strange issue whereby when my sequence ends it kicks the player out to the current spawn point and this then causes the fade value to get reset to 0. Even if I bind to the finished event and run some logic to capture the player controllers view, sequencer finishes whatever it's doing in the background and then ports the camera to the playerstart...
How are you "capturing the player controllers view"
Using blueprint to SetViewTargetWithBlend
It correctly sets and then my fade values get stomped to 0
Also is it possible to drive a variable in a BP with Sequencer?
Check "Expose to Cinematics" on the variable in the BP
Haha! You are the best!
hi, i have added 2 videos as a character's skill, but after packaging the video are just white blank
but audio is playing in the bg
need help!
Did you read the documentation about the location they have to be placed in? https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/FileMediaSource/index.html
Illustrates how you can play a video file inside a level on a Static Mesh with the File Media Source asset.
is there a way to replace level sequence actors with another one?
aka setup a few animations with the same skeleton on one skeletal mesh
and then replace it for another that uses the same skeletal bones
skeleton
whatever
do you mean at runtime
This example illustrates how you can apply Sequences to dynamic objects at runtime that are different than the one the Sequence was authored with.
hey matt no
i mean if i havent finished a model yet, but am using a placeholder skeletal mesh
can i replace the skeletal mesh in question and not lose my work
If you update the same asset
Otherwise if you change which asset the animation is you'll have to go into your sequences and change the animation track sections reference
Can you save a keyframed animation in sequencer into an asset so it can be saved as asset ?
I want to have a list of 'curve' assets so that I can select different animations at runtime :)
In sequencer I want to animate cameras, light and other actors and save those keyframed animations so that I can choose which one to load at runtime with blueprint
why not just choose which sequence to play back?
Situation: I'm working on a movie rendered completely in UE4 (no gameplay, just a movie) and I'm using a cinematic camera.
Issue: When I choose "Manual" focus on the cinematic camera, no matter how wide my aperture, or having the exact focal distance, my subject is still slightly fuzzy compared to having no focus mode.
Question: what is the secret to using manual focus and having crisp focus?
As a workaround you could use an event track to set the DoF quality cvar to zero which will completely disable it I think
Has anyone used the FaceAR plugin on custom characters?
I need help. I have an issue with Cinematics. Packaged game works perfectly on the local machine but doesn't play Cinematics and goes white screen on other machines
Hello all, let me know if this isn't the right place to ask. I really like collaborations on small projects and wondering how I can 'meet' others that like collabos as well? Specifically to make cinematic shorts and basically learning and growing together, including in related skills like storytelling, screenwriting, art direction, etc. This channel seem to be for "I need help with ..." and the job channels only for talent and available jobs. I'm missing a sort of 'Looking For Team' kinda channel.
@burnt tree There was a film jam a few months ago, hopefully they become a regular thing. I'd be keen to see your work if you want to share it
Is it possible to play multiple takes at once with blueprint ??
I have a system where I'm able to switch between various takes, but everytime I switch the takes starts from the beginning whereas I want them to keep playing instead
Maybe an option could be storing the delta time of each take when started, so that when I trigger them they start with an offset which is taken from the delta time variable ?
So even if the switching overrides the previous take, in case it isn't possible to play them simultaneously, it still keeps track of theyr own individual timeline
Xx
how do you guys handle motion blur w/ raytracing? If I don't set a delay per frame, my shadows wont be denoised and there will be lots of artifacts, if I set it, then I don't have any motion blur
Unsupported right now.
Better in 425
If you use per shot warm-up times that gives some time for the denoisers to get up to speed on each shot though
And you might be able to adjust the samples per pixel cvars
@mint monolith yeah I only found out about that jam last week, sounds really fun
hey everyone, are there resources for creating the type of cinematic that eases players from gameplay to a cinematic and from a cinematic back to gameplay like in the Uncharted and God of War series?
the issues I run into is making the camera return back to a 3rd person perspective, making sure the player can't move though I've found a checkbox for that in cinematics, and making it with the character controller blueprint for AIs and the player rather than the mesh
I've only gotten a chance to review Vitrus learning's sequencer tutorials, so I'm fairly new to this.
I appreciate any and all assistance
@obsidian monolith Try returning to 3rd person perspective with a blueprint event triggered at the end of the sequence. Something like Lerping back to the desired location over a few seconds. Might be able to achieve a smoother result by reattaching to the spring arm and letting it sort out the location. I think there's a disable input call on player controller or pawn.
You might be able to do something clever by setting up keyframes for your animation and then overriding the values of the first and last key with an event at the start of the cinematic. I imagine god of war etc. does something like that. If you do figure out that way i'd love to know
I'm doing the gamedev cinematics course and he showed us two ways of having a camera, one that is placed in the scene and one that only 'lives' in the track. Few questions about this:
- There seems no difference in functionality, so why would one choose in scene over track-only or vice versa?
- Is there a visual indicator of a track-only camera somewhere? (as the ones in scene are permanently visible in both the scene as the outliner, while the track-only only becomes visible in the outliner when the playhead is on a track-only cam shot)
- What is considered best practice? For example, why would one not only use in scene cams, so you know exactly how many cams you have and where they are?
http://brabl.com/360-video-capture-in-unreal-engine-4/
Followed this, but im not sure how he accualty does the 360 capture images
@burnt tree Spawnables (lives in the sequence) have a lightning bolt on their icon in the world outliner.
And it is up to the user. Imagine you had twelve different possible cinematics in one level, your world outliner would start to get pretty crowded!
@toxic oyster It looks like they are using a cubemap capture to render to a cubemap, then a material that samples that cubemap and converts it to a regular equirectangular projection. And then they put that material on a quad that they stick right infront of the player camera and capture that
@tight stone ghat equitrctangular projection, any documents on that?
@toxic oyster I think that's what their material shader is doing - it's a standard projection format for 'encoding' 360 videos as 2d images.
They post the shader code that does it so
@tight stone you know how i can export the 2d images?
@toxic oyster They are suggesting you render a movie out of Sequencer where you have a camera in sequencer that is looking at a plane in the world which has this material that does the cubemap -> equirectangular projection on it
After tracking a skeletal mesh in a level sequence, it instantly goes red as missing. Anyone have this problem?
"tracking"?
+Track, but resolved this. I think i has some old deleted sequence naming conflicting with the new one.saved and restarted and things started working right.
@tight stone oh that's alright, I want to make short movies instead of games, so I can have 100 cams for 100 shots, or traditional film making and everything made with one or two cams, render each shot, and then cut and edit in a video editor ๐
@burnt tree I've found minor pros and cons to both but it depends on your project. Lately on 4.22 projects i've been steering clear of spawnable. Having to work around streaming stuff in at the start of the scene and this annoying behaviour of switching away from the camera in the viewport whenever you scrubbed outside the shot made me stop using spawnable cameras.
@mint monolith hmmm yeah that's what I as thinking too, easy to forget where and when you have those cameras and scrubbing through the timeline just to find them can't be a good workflow, I'll stick with physically placed cams, cheers.
My problem was more it destroying the camera outside the shot and my viewport on the otherscreen resets
Hi everyone! Does anyone know how I can play an Image Sequence (a sequence of PNG images) using the Media Framework on android? ๐ค ๐ค ๐ค I could only run on .mp4 videos!
Does anyone have any tips to decrease file size of the final render? I feel like when I export a 2-3 minute vid its around 12GB is that normal [ofc I do like 1080p but perhaps thats the cost]
Uh 3 min is around 4,4gb for me. I think I have slight compression on though
Use Handbrake and recompress it to h264/mp4
hey guys anybody know a good way to bake out the world transforms of a camera that is parented under a camera rail/crane rig? The "Bake Transforms" function in the sequencer only bakes the local transforms so it just stays at 0,0,0. I can kinda get it to bake the camera's path if I use the "export to camera anim" function but there does not seem to be a way to bring this data back into a sequencer track
If you've put an Attach track on Sequencer to attach the actor to the camera rig rail, the bake should take that into account
interesting, i will give that a try
Awesome thanks for the example!
hmm ya using the attach track seems to have the same outcome (baked transform is world transform of the actor at the time the bake was triggered but is the same for every frame of the sequence)
I wonder what I am doing differently...
What version of the engine are you on
4.23.1
Looking at the 4.24 code it looks like the BakeTransform function has been updated with additional logic for CameraRig_rail (according to the comment there) so I will try this in 4.24
It appears that the 4.24 version takes the parent actor into account as well
Edge cases!
Maybe you can copy/paste the resulting track back from a 4.24 editor instance into 4.23
How do you record from a seperate camera while I'm playing?
hey guy, i have the following problem:
Volume shadered particle system works perfectly while scrubbing through the sequencer and in the viewport but when I tried to render out the frames its invisible, all other particle system work correctly, except those that are shaded with Volume shader
any clues?
fog itself works tho!
Does it work in PIE
nope
Debug why that happens, movie rendering is just PIE. Easier to debug a live PIE session than a slow movie render tho ๐
truetrue
Hey guys, i have video textures playing as cutscenes but when i build the game to .exe all the videos are black
how can i fix this?
Did you put their source files in the right folder
The documentation says they need to be more specific than that.
Do the logs say anything? Are you sure the code that tries to play the media is running?
am i mistaken that through sequencer i can load in a media source and sort of composite the capture and the media together?
Can I use a spline actor as a path for an object to follow in Sequencer? I can't figure it out...
@cyan island camera rail actor. Attach the object to it with an attach track in sequencer, animate the progress along path variables on the rail
@vestal rapids media track, composure and then adding the composure actor to Sequencer and it'll show up as an out source in movie render dialog
I'm trying out Composure and I did the quick start guide. I'm trying to figure out what I did wrong. My final composite has some alpha issues. From left to right in the attached image: View from the CameraActor, foreground layer, background layer and the resulting composition.
Hey guys, nooby question. I'm starting to learn about sequencer. I'm recording a cinematic pan through of an environment I've just made but when I record, it's in the game mode with all of the game's UI showing. Is there a way to record outside of game mode?
For clarification, it's doing the camera movement's correctly right?
@vale fulcrum Have you tried the Game Mode Override setting?
Yeah I saw that, any idea what I should set it to, to not display any in-game UI etc?
Hmm, myexample came from a purely cinematic project so there was no UI to start with
You could create a new GameMode for cinematic
yeah I think we'll need to
And have it remove all widgets with this: https://docs.unrealengine.com/en-US/BlueprintAPI/Viewport/RemoveAllWidgets/index.html
Remove All Widgets
Huh sweet, cheers. I'll look into setting that up! Thanks for helping me out @fervent laurel ๐
No problem, hope that helped
selecting any GameMode BP just causes it to crash immediately when rendering ... guess it's just not set-up correctly. Blah
@fervent laurel @vale fulcrum "None" means "Don't Override". Set it to "GameModeBase" instead, which is the base class for all gamemodes and does minimal
You can also go into the World Settings for your map and set it there and go into PIE (movie renders are just PIE sessions) to see if that works before starting the render
Ahhh many thanks @tight stone ! I figured None meant that but wasn't sure what to set it to instead. ๐
I kind of wonder if it should be enabled by default (gamemodebase) and people would have to turn off the override if they wanted their game logic to still run.
Yeah kinda makes sense, our game is a TBS so we have a fairly prominent HUD and round start effects - defaulting to off would make more sense in our case at least
There are some changes coming (in the 4.25+ timeframe) that may alleviate some of the confusion
I just need to get stuck into using Sequencer more, like anything you can't learn it after 5 minutes. I spend all my time in asset creation and very little in-engine. The developer handles most of that side currently
Also make sure you have at least a camera cut track and a camera to tell it where to render from
The Chess Dimension level is a testing ground for you to experiment with all manner of powerful spells, characters and strategies. Created for Aedelric by a ...
And any levels set to "Blueprint Streaming" need to be loaded by your game code.
I just used a single camera with keyframes and recorded my viewport with OBS ... very sloppy but it's a learning process ๐
(that's the best way to get actual gameplay tho)
Yeah that's the next step. The gameplay is a planning phase followed by a 5 second round of combat, so I somehow need to figure out a cinematic way of recording it
@stable bloom
I believe you can move selected tracks to folders (maybe only 4.24+).
There is no way to record multiple cameras at the same time. Instead, you should take your action and put it into a Subscene (so, a sequence within a sequence). You can put the same sequence into a parent sequence multiple times, effectively repeating the action without duplicating any work. Then you can do the camera work at a layer above this and take the same source 'action' and do different camera work with it.
Note that while rendering, the time in the world obviously doesn't reset backwards so they won't necessarily be exact continuity matches.
4.24 should also add solo/muting tracks, pinning a single track (so it stays in view), and class-based filters to filter the list
Alright guys, just a real quick one, I don't normally do anything with Level Sequences but I've had to use one in my game. Basically, a port cullis gate thing lifts up when the game starts.
Problem is
Once the sequence finishes and the gate lifts to the top
The actor just sets itself back to the original closed position
Any way to keep it at the top?
I've found it, cheers ๐
Heya ppl, I'm brand new to this server. I'm going through a new project that is our first time doing an animation project with UE4 instead of rendering within our regular DCC
I am hitting a few issues that are tricky to find answers to out in the world. For example say I had a character use a tablet device in the animation, can I fake that screen interaction with UMG and drive UMG animation in sequencer? think graphs going up and down, counters being driven. Ideally I'd like to animate variables on the actors in a sequence rather than events as you cant see events when scrubbing or playing the cinematic, only when rendering out the cinematic or playing it in level
make a blueprint, make public variables on the blueprint, mark "Expose to Cinematics". Make a Set<VariableName> function which takes one argument of that variable type (ie: if you make a float Foo, you would make void SetFoo(float InValue). This should get called each time the sequence is scrubbed.
Then maybe use a Widget component to put the umg onto, and then try calling functions on the umg widget (or bind it directly to the variables of the blueprint)
was doing similar things for other actors but there does seem to be a bit of deadspot with sequencer updating exposed variables while scrubbing or just viewport playing. We've had to do a bunch of work arounds with same/similar functions in construction script so it can update while scrubbing as well as then in tick on the actor so it updates while rendering.
had tried basically that on UMG but didnt have much like... will try again.
That's why you can use functions with the Set name in them
so that they're called regardless of tick or construction script
ah ok..... I think I get it
ok I have some probably very dumb questions about this, so thanks in advance for your patience...
first Q: how would that function be called purely by just being a function on the actor?
second - should the widget variable update be done from within the function?
@snow spire Sequencer Knows Things โข๏ธ
It looks for a function with the name "Set<VarName>" and will call that (and provide the value) instead of animating the property directly (note that you need to set your local variable too, as the function is called instead of the variable being manipulated0
And you'll have to see what you can get to work in the editor, UMG bindings may or may not work at edit time
I did have a play with trying this but didnt get much success, tbh most likely user error on my behalf... have you seen any documentation stepping through any of this? I've had to park that task for the afternoon and get back to blocking out shots for previz to show the client, but would really like to nail how to do this "properly"
I don't think people generally control UI elements from cinematics.
Composure related question, I've got my layers and comps set up. However I notice the results are looking different than the CineCameraActor I set as the TargetCameraActor
hi! can you help me to fix my camera. very new in UE4.. so problem is ... i create camera with spring arm but when hit play it is doesn't show anything from this camera
@ornate lagoon I'm very new myself so might be wrong, but after you added the camera, did you also added the camera in the sequencer and then activated the view by clicking on that camera icon? (in the picture below, it's the icon next to the + icon)
@burnt tree no i dont i just click in Detail to Active
Oh I think you need to add it in sequencer too. I guess the logic behind it is, adding a cam into the scene does not automatically turn it on for filming, similar to the real world where a cam is 'off'. Adding it to the sequencer turns it 'record on', and activating the icon shows you what the camera sees. Again, I'm new too but this is what the course I'm doing showed me ๐
@ornate lagoon no, you need to add the camera to that camera cut track by clicking on that + icon and selecting the camera you want to use (so the camera you actually added in the scene)
the funny thing iv though about but there is no camera only CAR
didn't you mention that you added a camera?
if you look at the image i linked above, there is a camera cut track, and underneath is says CineCameraActor18, that's the actual camera itself, so in your case you add that cinecamera
right now you have a cut track with a car, but no camera in the track, only in the scene
guys ! one question. how to reference camera from blueprint to sequencer. i have a car and camera nicly attached to the car with spring arm. now i want to render Sequence of how i driving. but seems like i cant find a camera in Outliner. thanks
How do I get blueprints with variables that have been Exposed to Cinematics to animate during preview? I see the animated variables playing back when I hit Play on the editor, but not when I hit play in the sequencer (apologies if this has been asked before, but the Discord search feature is currently broken).
Going to answer my own question... You have to toggle on Run Contructor Script in Sequencer in the Blueprint class settings.
@ornate lagoon Probably delete the camera cut track and set the car as the target of the PlayerCameraManager via a BeginPlay on blueprints.
@tight stone ok thats something new for me, can you may be explain more how to set up in blue print?
something like this, where New View Target is your car
It will automatically look for a Camera component inside the actor.
Hi all! I'm having an issue with sequencer. After the sequence/cinematic is finished, my character' hairs/clothes are moving crazy right after the sequence ends. (first frames after the sequence)
Is there a way to control this? Thanks!
@tight stone following on from yesterday. Rather than controlling the UI, think of it more as trying to use UMG as realtime motion graphics, but other examples would be animating a digital clock inside sequencer, A HUD inside a cockpit shot where you need specific animation control over what happens and when. Even apart from UMG I do have a bit of a struggle in general with sequencer and controlling blueprints in ways you can see them and control them in the timeline rather than event triggering so I'm really curious about the SET function idea. I still ahvent managed to get that to work but I'm convinced I missed a critical part of how you explained it.
@snow spire pictures of your blueprint?
Also, blueprints and ui were never designed to be previewed at edit mode so you're already fighting an uphill battle
@tight stone will attempt some screen caps tonight after work - in the mean time I'm breaking sequencer in all kinds of other weird ways trying to get a previz done in it, yikes.
@tight stone alrighty. I actully got it to work. I might make a small video capture about it rather than images. I did like you said. Inside a blueprint acctor I made a float variable called myfloat(exposed to cinematics), a function called setmyfloat with a float input. Also inside the actor was a widget component pointing to a simple widget with a text item which was exposed as a variable there.
in setmyfloat I just updated the widgetcomponents textfield with the incoming float. From the sequencer animating this value made it turn up when rendering and while scrubbing the timeline while playing in a PIE view (with no spawnable player tho).
The best thing I found out though was if the function is also called in the editor it updates in the regular view while scrubbing which is exactly what I want.
Short story - Thanks so much. I never wouldve got there at all without you explaininf about set<varname> and I've never seen that mentioned anywhere else.
@tight stone thank you so much. let me try to implement it i n my project!! the only problem what i have right now . for some reason when i want to record it . player mode gives me some another camera under the car. which i dont have. how to fix it?
@ornate lagoon does it work in PIE outside of movie Rendering?
Is there any way, official or workaround, to record events or functions that are called with Sequence Recorder? Trying to record a "performed" camera sequence in which several events are manually triggered.
Also, how do I ensure that variables of the blueprint I recorded during Sequence Recorder? For instance, there are changing variables that have Expose to Cinematics toggled on that don't seem to be recorded.
is it possible to render out a sequencer while playing the game?
@toxic oyster No. But the sequencer has a Render Movie feature that will let you render your sequence to a video file or image sequence.
https://docs.unrealengine.com/en-US/Engine/Sequencer/HowTo/RenderMovies/index.html
Shows you can render out your cinematic sequences to a saved movie file on your computer.
@toxic oyster Use a screen recorder like Open Broadcasting Software, its' going to be much more reliable.
@tight stone can you help me to understand what is PIE?
@lavish dock No. But if you use Take Recorder instead you can write your own recording source so you may be able to write a system that captures your events and turns them into Event Tracks in the resulting Level Sequence.
@tight stone let me try it right now an i will upload screen shot
@tight stone Thanks, I'll check that out.
@tight stone that wont work for the result we need :/
And what result do you need?
I need images randomly taken around an object, i have made a method for using console command with screenshots but this is to slow for our process
This need to be an object imported realtime in a packaged game
Sequencer movie renders aren't going to even work in packaged games to my knowledge. You could try building something with SceneCapture2D Components.
@tight stone so that what's happened.. my real camera what i want staying in the corner when i record it it is not showing that is going
I already have, its to slow to take images
With both normal cameraes and capture components for a rayteacing scene, tested with a sequencer and it does only take half the time of a screenshot command
Does your screenshot command have different resolution settings saved maybe?
@ornate lagoon Add a Camera Cuts track to your sequence and point it at the camera component on the car in the recorded sequence?
@tight stone what do you mean?
@tight stone thanks let me try it right now
@toxic oyster Are you using HIghResShot console command?
It takes either a multiplier or a resolution. And it's going to render r.HighResScreenshotDelay many frames first for TAA to resolve.
Which defaults to 4.
@tight stone so i can add the camera but when i try to choose what is the camera. i don't have CineCamera what i made in BP. instead i have some other camera what didn't created. what i doing wrong? thanks
Turn down the delay and have worse AA, copy the result of a scenecapture2d into a new texture and async write them to disk, or build your own solution @toxic oyster
@ornate lagoon if you expand out the Car tree in Sequencer what do you see? Also is there a reason you're using Sequence Recorder and not Take Recorder
@tight stone ah im sorry i never knew about Take Recorder. is there any tutorial how to use it>? and that what i see when i open Car tree
I'm sure there is a tutorial, but the idea is it's simple enough to figure out on your own. You open it, drag your car actor in and press record.
It'll show you what will get recorded before you record too.
Anyways try picking the camera that is listed there and see what it looks like
@tight stone i see thank you sorry i need to research about that more. WHen i pick the camera from Car Tree , yes it is finally showing right thing. Now i have 3 more question. 1 How when i do recording i can see things from the Cini Camera from BP but not from camere under the car? 2 Why wheels doesn't spin when i playing sequence but when i play game it is works? 3. when i try to Capture (export it) Car just stack on same place and parts start to brake a part and camer falling)? ... thanks for help
@ornate lagoon you probably need to turn off collision on the recorded object or physics, so the physics system doesn't fight sequencer.
I don't know why 1, does it work without recording? If no, figure out how to fix that first.
I don't know why 2
@tight stone thanks.. yes wheels spining perfectly when i playing.. when i record and see it in the Sequence wheels not spin at all.. About physics let me check how to fix it.. thanks..
@tight stone Wow Take Recorder is a much improved experience. Not sure if I've solved my problem yet, but still, thanks for letting me know about that.

@tight stone Take Recorder has helped a lot and I think resolves a bunch of issues for me. I still need to try and record those events, are you able to say anything else regarding writing my own recording source? Any leads would help, however small, thanks!
@lavish dock Look at the existing Sources implementation. You just have to derive from the right UObject, maybe register a callback and it'll show up in the list. And then you get a chance each frame to record any data, and a chance to put it into a level sequence at the end. Beyond that, you're going to have to build your own systems for detecting that event on a given frame
@tight stone OK thanks so much. I'll look into this.
Is it possible to capture dev view mode? i.e. the one from those menus
@lavish dock hi you talking about Take Recorder but i cant find it where is it in UE4.23 ? i see only Sequence Recorder
@ornate lagoon You need to enable it under Settings > Plugins.
ah i see thank you so much!
@tight stone thank you for suggestion Take Recorder it is perfect.. everything works amazing..
@novel sparrow Some. Movie Render > Custom Render Passes > pick in the list
@tight stone "scenecapture2d and async write them to disk" I will try this, first i have to find some info on how to async write ๐
hey, idk if this is this channel or the animation one, but I want to trigger a scripted moment that simply lerps an object and maybe plays an audio line to simulate a kid running to his family
Hello is there anyone who acchive to get timecode from blackmagic ATEM for virtual production ? We connect our ATEM with SDI to our DeckLink4K video is ok, but going step by step with official instructions from Unreal tutorial page. We can't reach this point.
I have a bunch of levels, but only 2 active. But when I render they all become visible.. how do I disable certain levels?
Does it happen in PIE?
Hey, I'm trying to get subtitles working in sequncer. I added subtitles in my wav. file settings and made indexes for like lines with timestamps.
They all just display at once.
is there a proper way to do this?
NVM I found a udk tutorial from 2013
I'm having a bit of trouble figuring out how to execute a Sequencer cinematic from blueprint.
- player hits a button on their keyboard, send an RPC to the server via their controller to begin the cinematic
- server controller tells the game level to begin the sequencer cinematic
Except there's no easy way to communicate with the level blueprint. Does the level blueprint have to be the thing to trigger the sequence cinematic? If so, how do I create that channel of communication? I can set up an event dispatcher, but the level needs to know the object that's going to do the dispatching and that's not necessarily set up yet in BeginPlay.
no?
Just make a Level Sequence Actor actor and set the sequence on it
refer to it the same way you'd refer to any other actor
thanks
So who won the unreal film jam contest? I've heard nothing about it
how should I handle playing intro/outro media? should I make a level for each and a media player for each one?
Hello everyone! Wondering if someone can tell me what the difference is between these different keys in the Sequencer? What does red, green, and grey signify? TIA
@void kite different key types (linear, cubic, etc.) have different colors, expand out the transform track and look at the individual channels and see if they're differnet shapes
AFAICT they are all cubic.
Has anyone had any luck with batch rendering?
You have to build your own system right now. Better in 4.25, assuming you mean queuing up several different sequences to be rendered
anyone know if there is a console command to disable LODing on meshes in a scene? I want to record a sequence without any popping
Tried setting r.ForceLOD to 0, However there is still LOD popping
Does setting it to -1 help?
nope, just tried it. seems like its still LODing in editor and during runtime
it is an InstancedFoliageActor
hey all, asking here and in #multiplayer, does anyone have any idea why a level sequence wouldn't play on a client, despite having ReplicatedPlayback on?
@frank fog Which version of the engine, replication support is (relatively) new. And you marked your Level Sequence Actor as replicated?
@tight stone 4.23.1, and yeah, its all on with Replicated AlwaysRelevant etc
Are you calling Play etc. on the server and not on a client?
yes, just the server. It works okay if we RPC Play both on server and client, but we get some desync after a few runthroughs
You can check the uh... ULevelSequencePlayer's network replicated callback function, that gets called each time the state is synchronized (time and playback state)
it's something, we will give it a look and hopefully come back happy campers
It's definitely a supported (and used) feature
yeah we figured it was something on our end, but always worth a lookie
Are you dynamically spawning the level sequence actor or spawning instances of a level that contains it or anything weird that might make it have a different network path?
nah, its in the persistent level
@void kite it appears to be caused by having mixed keys in the individual channels
@tight stone From what I can gather... it is when some key are not populated... the rolled up key is grey. When they are all populated then it's red.
Probably counts as mixed to tell you that not all channels are keyed
Hey guys, not sure if this is the right channel for my question. I'm working bringing C4D Xparticles intro Unreal for the cinematic I'm working on. I'm able to bring them in BUT they're only working when I PLAY my level. I would like to get them working when I play my sequence on sequencer. Any idea how I could accomplish that?
how do they work
@delicate minnow You are probably using alembic right? Sequencer plays in editor when it renders, so if you hit render they should work. Not sure if there's a way to preview them otherwise. Matt might know a way
Hello, i have a question concerning the export of camera from the sequencer. We used the Unreal Remote 2 App on the Ipad Pro to generate a virtual camera and it's working like a charm. Unfortunately when we create the level sequence with, it creates 2 Transform.
- One for the CineCameraActor.
- One for the CameraComponent.
I understand that it works like this because we use the gyroscope transform of the ipad and the input of the virtual stick on the screen to move ourself.
But when we export the camera in FBX, it keep only one transform in maya. The Gyroscope or the movement with the stick.
I try to Bake Transform but it didn't work.
The only solution i found ,which is not production ready for me, is to create a second camera, attach to the tracked camera, bake his transform and export.
Is there a solution to combine the transform of the component and the actor directly in the sequencer ?
@humble spruce you could try adding a new Transform section to the bottom transform (the actor transform) and make it a "Relative" section, and then copy/paste the keys from the top transform track onto it. You may be able to automate this with scripting using the Sequencer Scripting plugin api (though I don't know if you can create relative sections using it, if not, please bug report)
Might bug report the other one too (the fact vcam doesn't record/bake well), that seems like a reasonable ask and could be better
@tight stone thanks I will try that ! I will report this if I don't find a simplier solution. I will try to check in the bp of the VP plug-in if I don't find something . Thanks again
@humble spruce Sorry, make an "Additive" section not a "Relative" section.
Ok I will, don't understand why they don't do it like that , because when I create multiple transform , additive / relative or absolute ; I can bake transform . I'm very new to this tool and the way it works so I will keep the channel in touch if I find anything else !
To finish I must say again that the app and tracking is working perfectly , it is an incredible piece of technology for doing previz
Hello,
How is it possible, that you can have an cinematic with the mesh, you use as the main character in an player character. I want to have skins, so the cinematic should be variable. Hope somebody can help me
Hey everyone, do you have any good "semi advanced" sequencer tutorial to recommend ? I did the basic one from UE but there are still some things that I can improve, especially camera movements that usually go ape-shit between key-frames
@golden flicker look up sequencer actor rebinding
Okay I will do that, thanks
I added an event track to an actor on a level sequence, created a custom event that prints a string, set it and checked "call in editor".
However, when playing in the editor - no string is printed. What am I missing?
@radiant lion should work. Check the output log instead of just the viewport?
I did. I just finished redoing it from the start now and it looks fine, I guess something with the binding was off although I have no idea what.
And thanks!
hey, I have a weird issue in one of my cinematics that I was hoping one of you could help me with:
so, on a camera cut in sequencer, a skel mesh actor hitches noticeably and then eventually plays its set anim correctly. The hitch also appears to be stuck in the first frame of the anim (rather than T-Pose) for a couple of seconds before correcting itself.
No other actor seems to have this issue, and I've tried reducing the bone count and anim length, and moving said anim further up in the timeline (hoping to get it to evaluate faster), but no such luck. Same with exaggerating the actor's bounds.
Dunno if anyone has any debugging tips or suggestions, but I'd greatly appreciate either. Thanks!
@orchid mountain showflags.motionblur 0 try turning off motion blur in the viewport and looking, just out of curiosity
Hi, I'm trying to keymap the new UE4.24 sun longitude and from the viewport works fine but when I render the light effect dont appear as the keys in the shot never happened
What did you key
longitude param from sunsky bp
There isn't a sunsky bp in the new sky system I didn't think?
There's a SkyAtmosphere, and a directional light
hey guys, is it possible to delay particles every frame? there's a "Delay Every Frame" option in sequencer, i kinda want it for TAA and denoiser to settle but my particles are just going realtime and making it look super weird
No
Better in 4.25 or Dev-Editor if you're willing to build
I would guess something is fighting you for control of those variables. Is there a directional light in the scene and does rotating it automatically update those lat long vars
@vestal rapids in the new one you can turn off TAA and just render 8 real samples for each frame and not have TAA ghosting. You can do the same with denoisers but you need more samples per frame (>64)
I'm only talking about the new system being built
im on the latest dev-rendering
Doesn't have the new system
@tight stone no is just the new template photo studio that I changed the studio light to this new sky
@tight stone can you elaborate a bit more on that new system? just built dev-editor branch but dont really see what I should do differently
window > cinematics > movie render queue. add a level sequence, hit edit, add png output setting, addvdeferred passes. more info in a bit
@vestal rapids for some of this you may need to wait until Friday (or after new years), there's about 10 different outstanding changes I need to commit so I don't totally remember what is in it and what is not;
There's a queue now, to render more than one sequence after another. The configuration files are broken down into individual grouped settings. These settings can be saved into assets which can be chosen later to apply to something in the Queue (so you can save settings you like).
We can now accumulate the result of many renders to produce a given output frame. There's two ways to accumulate, "Spatial" samples and "Temporal" samples. Temporal samples take a given frame and break it up into n smaller timesteps and render each one and then add the results together. This allows you to get nice motion blur (ie: spinning objects will make proper arcs) and is generally the preferred way to spend your extra samples. The other way is "spatial" samples, and for that it renders the world multiple times with tiny offsets without passing any time.
There's also now a high resolution setting option which can perform renders in tiles to help with out-of-memory situations in raytracing.
@vestal rapids So in your case you would want to add either an "Accumulation" setting or "Camera" setting and increase the temporal/spatial samples. I -think- in the currently checked in code as soon as you use more than one sample it turns of TAA, so you'll need to use 8 spatial/temporal samples to get back to the same AA quality (also I'm pretty sure there's a bug with the temporal sample not picking unique positions, so try both).
And then you need to add an output format (jpeg, png, exr) and a thing to render, which right now is "deferred passes". And then hit Ok and then Render (Local). A fair bit of the variables in the Output setting don't work right now, so you'll probably end up with "Backbuffer.<frame>.<ext>" 
It's very much not done and changing often, so if it burns down your sequence and deletes your project, you're on your own.
@tight stone i love you dude, that sounds exactly what I wanted for months now ๐ i have been troubled with motion blur also, been rendering out stuff with 240fps and comp in nuke to have proper blur(although its not the best solution since i had tiny blur on a lot of unwanted parts, i had proper motion blur on moving things)
Yeah I'm hoping it solves a lot of problems 
Got a fair bit of polish to do before 425 but the bulk of the features are there. I'll let you know when the outstanding stuff is checked in which should make it more usable.
Oh also right now there's no filmic tonecurve applied and all output is in HDR if you choose EXR
even workflow wise this feels way better, currently trying out different stuff. got some problems w/ TAA out of the blue on dev-rendering so im going to try this out. best way to test is in production always \o/
Yeah let me know how it goes in real projects, the artists haven't had a chance to use it in real cases here
No idea if this is the right place to ask or not so apologies if it isnโt! Iโve got a Rift and I was wondering if thereโs a way to record a camera animation using that? Basically just want to record myself looking around in VR and then use that as a camera animation for a cinematic in my game (non-VR). I tried Googling it but couldnโt seem to find much on that.
Take Recorder + recording an object that is parented to your head
Be warned though, conceptually, VR views are surprisingly jittery/jerky and you just don't notice it while you're moving your head around. You may have to use the curve editor a bunch to smooth out the data
my cinematic render is skipping a frame and rendering a random location for like a single frame, why might it be doing this?
it stutters and renders a single frame to the right of the scene ive set up and then immediately snaps back to the camera
its fine in the preview but when i go to render it the skip is there
Check your sections in sequencer for camera cuts etc to make sure they're not on sub frames. Right click, properties, look too see if there is a star at the end
If you're using handle frames, make sure you extend all your data past the Playback Bounds
Hey everyone, does anyone know of any good tutorial on camera movement in the sequencer? A lot of time when I try to do complex movements with keyframes i get weird results which i think is the result of UE weirdly interpreting how it should go from one keyframe to the other. I usually move curves to fix it but i'd like to go a bit deeper and actually understand what's going on
@tight stone so i tried a new sequence to see if that would fix the problem but it's still doing the stutter and jumping to some random location like where a skylight instance is
I can't see how anything I'm doing would cause this, all im doing is setting 2 keyframes
I create a level sequence, craete the camera, set two keyframes, and render and it does this flicker of a jump every time
Where do i find the sub frames? where are those?
it just jumps and jars the camera feed for a single frame
i have no idea why it's doing that
@gusty heath Oh. Add one second to the "warm up time" settings (both per-shot and overall)
where are those settings?
Found it
yeah its still doing it
lol
it does it when i save too itll refresh the camera's orientation to beneath the map
so bizarre
@gusty heath Add 1s to Delay Before Warm Up, Delay Before Shot Warm Up. And set the Warm Up Frame Count to higher
(Sorry, too long on the new one and forgot the intricacies of the old one)
alright lets see what happens
idk what "Higher" is but
oh no
somethings terribly worng here XD
Higher being something like 30 frames.
theres my current settings
wait thats not right
thats my current
do i need the camera cuts offset in and out of their bounds? because right now its stricly in the bounds
Right click on that and look in the properties section and see what the start/end frame say
0000 start and 0150 finish
No * in the name? Go to the Playback menu in sequencer (play icon in the toolbar) and look at the start range there
and it crashed
@_@
let me just show you this render because its a mess
its taking a ridiculously long time to render
the start range says the same thing as the properties
no asterisk
And you don't have handle frames set in the settings?
enabled? idk if thats a setting but in the render settings pre render i have 0 handle frames set to zero
Hmmn. Some combination of those settings should have made it work out. You can make your Camera Cut section longer (extend outside the bounds) to see if that helps as well
i just rendered out the jpg sequence and its the 0000 frame and the 42nd frame
the very first frame is a cut in the middle of nowhere and the 42nd is the weird zoom out jitter
changing the camera cut length on either end doesn't seem to make a difference, i still get the 1 random frame
Do you have any gameplay code that might be doing something with the player's camera?
I mean i have a modification on the 3rd person blueprint so that i can switch between 1st and 3rd person perspectives but why would that be affecting a seperate camera instance?
and in such a manner
@gusty heath Sequencer Camera Cut tracks apply their settings to the player camera (manager), because that's how the framework is intended to be used
let me change my project settings and see if it makes a difference
newp
that must be it then
because on a new map it looks fine
or something on the map
but the map is the control
That was it
Alright well when i wanna do that and keep my little third person custom blueprint ill just have to remember to switch the default game mode
or its going to spazz out
@tight stone thank you sir i wouldve been banging my head against a wall for at least another hour before i figured it out
it's a sloppy blueprint anyway, hacked it together just for expediency
@gusty heath There's also a "Game Mode Override" setting to help automatically switch the game mode for you ๐
where's that at?
because the way i have my level set up right now i hit play and my little third person default unreal pawn drops in with a custom modification to the perspective of the camera so i can switch between 1st and third person
It's somewhere in that long list ๐
ok so its in project settings
Thanks again Matt now i can get back to being frustrated at more mundane things
Question, if I enable raytrace for Sequence just to render in file, will ue4 adapt the time? i.e. slow down to maintain 30-60 fps in target video
there's "Delay Every Frame" timer
yes; delay every frame probably doesn't do what you want though. It just makes the engine evaluate the sequence every x seconds, but the world still passes time
So motion blur won't work
Help! The camera for my entire sequence just changed, I was editing the last part of my sequence when I realized that the camera in the entire first part of the sequence has changed rotation! So the entire sequence except for the last part is fucked up, I don't know how this happened, is it something i accidentally clicked and if so is it possible to restart from an autosave?
Okay I managed to get an old save back but I still don't understand how it happened
hello! my recorded sequences are being limited to 60 seconds. is there a way to extend this? extending out the end point on the timeline doesnโt do anything. iโm still getting stopped in the middle of my scene.
Use Take Recorder if you can
@tight stone where can i find this?
nvm, found it under window
letโs see if it works
gosh it worked, thank you and merry christmas eve!
is there some way to access the sequence director BP outside of the sequencer?
Where does it spawn? I have some functions I need to call inside it, But I cant see an instance of it in the world outliner
@stiff plume There may be a better way, I don't use sequencer, but I'm gonna answer like an engineer :-)
your sequence director BP inherits from LevelSequenceDirector Probably, Which You can extend Or override
i.e.: OnCreated
I am trying to access it via BP but there is no class exposed for LevelSequenceDirector or SequenceDirector to run get all actors of class on
@stiff plume Unfortunately I don't use blueprints at all, I'm sorry I can't be of more help on the BP side, but in C++ LevelSequenceDirector has a virtual UWorld* GetWorld() const override; Which at least from C++ gives you access to more objects via the world...
So if I would do it in C++, I would probably extend to a custom level sequence director, and override oncreated, and set this somewhere more global, it can be anywhere, such as a variable on player controller, game instance, etc.
No idea how to go about it in blueprints though ๐ฆ
Ok, No sweat
I am sure the object exists, but they're made it difficult to access via BP, I thought maybe it was an extension of the LevelSequence actor, But it seems like it isnt in there
@stiff plume Yes, I explicitly went to BP To my newly created sequence and looked for keywords such as: world, level, Player controller and nothing came up, But as I mentioned the C++ base class contains GetWorld(), I'm not sure why this design choice...
Sequences are unique and self contained, putting logic that -other people- call in them isn't how they're designed.
The director is there to handle logic for Event Tracks
hello! to keep it short, i have a helicopter that i want to have move around the map. iโve heard that using a camera rail, creating a spline, and parenting the rail to the helicopter would be a good way to do this. however, how would i be able to adjust the speed/pitch/angle/etc. of the helicopter throughout the track?
I believe you would use controller/mouse yaw pitch and roll inputs
you mean in the sequencer, yes?
i just want my helicopter to look believable as itโs moving around
โtwas me
why
oooh
wait
ooh
ok
uhh
idk cinematics I thought you ment like you were flying
sorry
hello! to keep it short, i have a helicopter that i want to have move around the map in sequencer. iโve heard that using a camera rail, creating a spline, and parenting the rail to the helicopter would be a good way to do this. however, how would i be able to adjust the speed/pitch/angle/etc. of the helicopter throughout the track?
@tight stone would you happen to know a solution to this?
i could actually child the helicopter to a rig rail and draw out the roll and yaw of the heli with the rail
but how would i animate the helicopter's pitch and its speed?
the helicopter isn't as fast when it's landing as it is when it's flying forward
in terms of the pitch, the helicopter changes its pitch when it's landing, for instance
it pitches up
@barren lagoon For the camera rig rail you animate the "Position along the Spline" in 0-1 space. I think you can use an attach track (to put it on the Spline) and then use the transform to rotate it relative to the attach track. To be honest, I would probably just hand key it without the spline, and just animate the transform track from start to finish
That will give you the most control over orientation and speed - it's a little hard to work with 0-1 values when you care about the speed
@tight stone yeah, that's my issue atm. i'm trying to make the helicopter do a certain maneuver and the timings are just wack
@tight stone i patched my issue up a bit but whatโs really infuriating is that the longer your track is the harder it is to pinpoint a specific spot on it!
dragging along its scale
iโm trying to get to spots where the transformation on my helicopter changes and itโs a nightmare!!
oh well
That's why camera rails aren't good for what you were trying to use them for ๐
@tight stone the main thing i like about the rail is that i get a nice visual for how iโm setting up the scene
though your suggestion isnโt bad
and i may give it a try if i find this too infuriating
is there a way to have multiple rails that are seamlessly โattachedโ to each other?
cause that would pretty much solve that annoyance
what iโm doing by hand currently is the โspeedโ of the helicopter and its rotation
im letting the location be entirely dictated by the rail
thatโs actually the main thing the rail is useful for in my case atm
i donโt have to worry about micromanaging the location
and really, whatโs difficult to get right atm isnโt the speed but the acceleration and deceleration
the speed of my heli along the rail is mostly static until it starts taking off/landing/making turns.
i have to set the keyframes very meticulously
hello real quick question, what is the latest cinematic framework for UE4 haven't used it in years and i know they made an update to it, what keyword should search for now ? sequencer or what ?
just like cascade got upgraded to niagara i remember the same happened to the cinematic component ...
@rotund slate It should still be Sequencer
Yo everyone. I want to have a blend between those 2 camera when I click the option button in my menu but I dont know what to put in the object pin to have a reference to the camera actor... (the camera in the front is the default camera and the one in the back in the option_camera_blueprint) https://gyazo.com/53486ebfb4db1193d6a8ed9d26bf0f36
Hi all, probably a dumb question but i've searched all over and haven't found any solution. I have a blueprint that has an animated skeletal mesh in my sequencer, is there a way to preview that animation when i scrub on the timeline? The animation renders out as expected if I render from sequencer or simulate the scene.. but I was hoping to animate other objects using transform keys just via sequencer that were somewhat synced to that skeletal animation
Hey @toxic glacier sounds like you might be applying the animation the wrong way
You need to add the Skeletal mesh, then add an animation track and then apply an animation to it. That should playback when you scrub through
Hi I'm new to UE and I'm having a bit of an issue with rendering out a sequence
I'm trying to export this view out of the Camera
But it seems to not be rendering out of the camera and is rendering at the 0,0,0 location... I think?
this is what a jpg of the sequence looks like
(underneath the scene)
I didn't add a camera cut, that was the problem! Fixed
@deft swift you need to make sure the camera is properly keyframed on your timeline, and you dont have a game mode that overwrites on the level. that will supersede the sequencer rendering sequence.
Hi guys, i'm currently making a cutscene for a uni project and i'm having an issue with a flamethrower particle system when i render. In sequencer i have the flamethrower activate and deactivate at set frames and it goes off correctly there however when i render the flamethrower goes off straight away. Not really sure how to fix this
No worries fixed it just had to un tick auto activation
I'm looking to create a cinematic that will trigger when an effect happen, and will take move to camera in some way (slowly further away, then quickly closer and upwards, always looking at target). It should also play sound and effect.
Is this something that can even be done with cinematic? or should I do it manually?
I need to get a camera to rotate on an axis about a focused object for a cinematic render, anyone got a decent tutorial?
is it possible to get sequencer to record world camera shakes? all cameras recorded (which get affected by the shake) don't have any shake when played back in sequencer
Good afternoon everyone (or whatever time it is where you are), I'm having some strange behaviour trying to render a sequence with custom passes, for some reason when rendering with custom render passes active I get random resolutions being render rather than a standard 4k it will output at almost half Res but not quite. I was wondering if anyone knows why? Feels like a bug but perhaps I'm missing something or there's a work around?
Also, on a side note is there any documentation about unreal engines color space, working and output, I can't seem to nail down how it works, there's always some small color discrepancies
Specifically acescg seems... Wrong, is it just an approximation?
Specific render passes just dumps the GBuffer render targets, not all effects are calculated at full size
Color space should be improved in 4.25 (linear exr output)
No @ camera shakes, those are applied to the view and not the actor position. Interesting problem but no obvious solution :(
@gusty heath look up the tracked actor in focus settings, plus keyframing a rotation (or use a camera rail and there's a context menu to ask it to turn the rail into a circular spline)
@radiant lion you can't blend in and out of a gameplay camera yet so it'd take over, but you can use a sequence and animate a dummy object as the camera and use code to blend to that. Same thing about the tracked actor focus setting
Cool I liked that idea. Thanks @tight stone
@radiant lion You could actually even animate a camera in Sequencer, just don't use a Camera Cut Track. Then when you use uh... Set View Target with Blend (?) it should inherit the properties from the camera too if you wanted, post processing overrides, etc.
mm that's actually better yeah. I could probably use a cine camera too. set view target with blend also take care of time so that's awesome ^^
@mint monolith We're still waiting to get the judging scores from all of our judges, it's at the top of my agenda
@mighty lichen Ah alright, thanks!
It was great to watch them all ๐
Yeah i've been watching all of them slowly on the playlist, it was a great turnout!
@tight stone tha KS for the info, on a side note and in case anyone was wondering. The issue turned out to be the monitor settings. If your primary display resolution is higher than 1920*1080 it can mess with the resolution of the custom render passes. Any idea why this might be?
So I saw a thread about deckard renderer for unity and was wondering if anyone has a similar solution for rendering out cinematics from UE4 with improved AA motion blur etc https://forum.unity.com/threads/released-deckard-render-cinematographic-renderer-for-unity.624439/
Hey everyone I'm using the Sequencer to create a few shots to create a trailer for my game, but when I try to record the shot my Level doesn't load in and after a while it pops in a few things and then pops out again and in the end even removing my light? Does anybody know why this could be happening?
Thats the first frame I get and the last frame I get
but it should look like this
@gusty heath try turning off is dpi scaling or make sure the editor dpi curve is flat in the settings
@snow spire drops in 4.25 or can be played with in the Dev Editor branch on GitHub right now
@ocean musk is your level marked as blueprint loaded in the levels tab
@tight stone interesting....very interesting.
We've just completed our first animation project done in just in UE4(for rendering that is instead of pur regular DCC). About 12 mins of shots
So we learnt a lot but obviously hit a few issues, AA quality being one
I'm not sure our feature set totally matches, but the temporal/spatial AA we have. Also can support high res raytracing
You can turn off TAA and render 8 real samples to get rid of all ghosting, and do them temporally to get circular motion blur for "free"
Your set<variablename> tip from a few weeks back was absolutely awesome for us btw
What sort of performance do you get from the sampling and is there much / any noise?
For raytracing?
Accumulating the samples adds about 10-20ms per frame depending on resolution. Each sample costs the same as normal, so 2x samples would be a bit more than twice the rendering length
The 8 real samples to remove ghosting. We raytraced last project so preferably with
Render time doesnt have to be super quick really for us
Just curious
I couldn't tell you off the top of my head, haven't checked it in a while. You can always add more samples to get less noise
Sounds brilliant. My business partner nearly freaked out about the AA issues and wanted us to back out of doing the last project real time
The denoisers didn't with with TAA off and we used to turn TAA off as soon as you used more than one sample and that required like 64+ samples to be minimally noisy, but now we can leave TAA on while doing multiple samples
Plus I believe the denoisers have been changed to work at least partially without TAA on, but I haven't run the tests to see how many samples you realistically need
Well compiling dev branches from git is a bit above our collective skillset so I'll likely be waiting for 4.25 to drop but I'm pretty excited for it.
Its actually pretty straightforward, just takes some time. Download a copy of the git repo, run a setup bat file, install visual studio and it should just work
Once we got over a few hiccups (and some bugs i need to submit) using sequencer was a lot of fun and quite creatively freeing.
The guides on compiling code will help, but you don't really need to know how to program at all to get it built. Might take 4+ hours though depending on your computer
Yes please @ submit
If someone had suggestions / feature requests for sequencer is there a special place to mention those?
You can post on the forums, I believe there's a Sequencer/Cinematics section and that does get looked at
If im on UDN should I post there you think?
I will get back to you on that.
One other bonus to the thing dropping in 4.25 is saving your configurations as assets, so you can make different quality presets and use the appropriate one without worrying about forgetting your settings, plus they can be shared between users on the project
@snow spire Yes @ UDN
@tight stone I don't seem to find anything about level loaded as blueprint in my levels tab?
As i found this screenshot on the UE4 documentation
Yet in my project there is no such option
Has anyone rendered in 6-8k from ue?
@ocean musk that's very weird. You get a blue dot next to their name if they are BP loaded anyways so they look ok. Common issue is they are BP loaded and then no one loads them in game so they 'disappear'
You're going to have a tough time with memory consumption and Windows TDR @calm jackal
a bit of a noob question:
in this docs page, https://docs.unrealengine.com/en-US/Engine/Sequencer/HowTo/GameplayAnimBlending/index.html
In the end the example a little camera animation, how would i do that?
I can probably do it if the idea is to just add a camera near the trigger box and animate statically it like usual, but if the idea is to have this level sequence triggerable anywhere, how would i make it so the sequence is triggerable anywhere?
Illustrates how you can blend animation smoothly from gameplay into a Level Sequence based animation.
@dull phoenix https://docs.unrealengine.com/en-US/Gameplay/HowTo/UsingCameras/SwitchingCameras/index.html
An example of how to setup and trigger the use of multiple fixed camera angles.
that might help to swap smoothly to the cine cam
Thanks! but I understand how to switch to the camera. My question is more to "How to make a sequence that has an animation with an origin to another object (?)"
because i want it so this "death" sequence, with the animation and the moving camera, to be triggered wherever the player is at the time
If i drop a camera and animate that in the world inside sequencer, wherever i trigger the sequence the camera will still always start from that specific position instead of wherever the player is
hmm you may be able to use an actor sequence
Describes how you can embed Sequences within Actor Blueprints using an Actor Sequence Component.
Oh, i didn't know this existed, thanks! i'll check into it
@dull phoenix https://docs.unrealengine.com/en-US/Engine/Sequencer/HowTo/DynamicTransforms/index.html
Describes how to create Level Sequences with Actors that have dynamic world transforms that can be changed at run time.
Actor Sequences are experimental ๐
Oh, this is a better approach, thanks for the link!
Can't there be a work around for that to render out in atleast 6k
I atleast managed to get it to 5k with rtx on just need to get it to 6k
@calm jackal There are new tools coming in 4.25 that may help. You can use them now by checking out the Dev-Editor branch on Github and building from source yourself. They are still experimental. They make take a significantly longer render time than currently.
Ahh thx <3
Hello,
When I export my camera sequence as avi, my video fades to black at every keyframe. Do you have any ideas why?
Hey is it possible to record the VR controllers and headset from sequencer in UE4? For example to watch the player from a camera angle instead of POV from the VR headset
@velvet dawn Do you mean for like making a trailer, or in-game a third person perspective to your VR pawn? If the former, you can try using Take Recorder to record the controller/player objects and then play those back outside of the VR context and then use standard Sequencer camera cut tracks and camera objects. Do note that Take Recorder can only record some properties of the objects
@tight stone yeah sort of like a trailer/demo for a reel. Thanks for the tip I'll look at take recorder in the morning. But when you say it plays back outside of the VR context do you mean it'll be a blank screen with the VR Pawn moving around? (Not rendering the rest of the environment)
I mean take off the headset and turn off the VR plugins if needed.
You're effectively recording your actions while in VR and storing a copy of those, but to render a cinematic with a third person camera you can't be using the editor with VR anymore
is there no way to get a slow motion camera effect in ue4 as the "time dilation" track in the sequencer seems to not work after you render it?
If I remember correctly there was a slomo cmd that u can use in unreal don't quote me on that tho
hey slacker lol. i have a question. im trying to render one of my cutscenes from sequencers into video. but it never bounces the audio. lol does anybody know how to fix this?
@long sedge It's a bug. If you're compiling from source there's a two line patch you can apply, otherwise you'll have to wait for a future version.
Audio support is very experimental. You need to use -audiomixer and you'll probably need to use Use Separate Process as well - if the editor hitches on the second rendering pass then you'll get gaps in your audio
@tight stone yea i found some info about it being a bug, that sucks. I have no idea what compiling from souce or two line patch is. But thanks ๐
@long sedge You could try rendering at a higher framerate overall, and then speeding the 'normal' speed sections back up in Premiere. It's not perfect, but maybe a workaround for now?
@tight stone I dont have adobe stuff, so I guess ill wait for it to be fixed ๐
is there a way to render audio with created cinematic ? or we have to first render our sequences then in another software add our audio ?!
@winged current
@gusty heath oops, excuse me i didn't explain complete. Well i can add it on sequence but there is no sound in rendered video!
@winged current How does your output format look like, when rendered
And which unreal version are you using?
@gusty heath almost same as this photo and in front of matter audio submix it's been wrote experimental. How long it would be experimental?
Ue4 4.22.3
It is most reliable to do your audio in a third party application right now.
dont suppose any1 knows how to fix my flag here, the bottom part of is getting "stuck"
Hi, has anybody managed to get any non-cancerous dof results in the postprocess volume (4.23)?
Hello. Is there a way for level sequences to not hard-reference stuff in the level? Like, hey sequence, make your own camera. I'm having trouble understanding how a level sequence can be reused multiple times in different levels (I'm looking to create a simple sequence that'd play every time the player starts a level and then get control over pawn when sequence is finished) Ty
especially the node CreateLevelSequencePlayer is confusing me since it doesn't allow you to just spawn a level sequence in any level since it breaks if the references aren't valid
@muted hedge you can spawn actors into the level sequence so they are level independant. you can get them there a couple of ways. A: drag an actor into your scene then drag it to the sequence and right click on it and say convert to spawnable... or B: Shift drag your actor into the scene which will automatically create it as a spawnable level sequence actor
@snow spire that is exactly what I was exploring right now, thanks for the answer. It doesn't seems super intuitive though ๐ so my understanding is that I still need a real actor at first (let's say a temporary camera) to add it to the sequence then convert it to spawnable, and only then I can delete the camera
well a camera you can create directly in the sequencer by clicking the camer icon at the top of the sequence. by default its a spawned actor not a possesed actor
oh ok, didn't know that, thanks
its all a bit confusing when you start, I had to learn all of these tricks the hard way only a couple of months ago
it is indeed a bit confusing, thanks for helping out ๐ I managed to convert both the camera and its focus target to spawnable and play the sequence in any level using CreateLevelSequencePlayer! awesome
Heya all, I'm having an issue where a keyframed value that is calling a function from sequencer refuses to update when rendering the sequence out to a movie. The value gets keyframed correctly in game and in the sequencer preview. As well, this same value did update during a render of the sequence earlier and I can't figure out what might have changed to stop it from working. Debugging the BP during render just results in the value being 0 throughout. Debugging during gameplay or sequencer playback shows the value animating normally.
Movie Rendering is just a PIE session. The only difference is it sets the Cinematic Scalability mode and (optionally) can override which gamemode the map is using.
I just can't explain the difference then. It just won't update that value. Going to try and move it over to a MPC instead of a per frame function call.
If you don't override the game mode it should use the one defined in the level yeah?
level / project settings yeah.
Well the MPC version works fine and is cleaner anyways so shrug
@tight stone you mean, there is no way to render video accompany audio?!
It is not an easy problem to solve in an audio engine targeting realtime targets. There are some improvements intended to be released in an upcoming version but there may still be issues crossing across shot boundaries as additional time passes in the engine that is not present in the final images.
I'm making a deep underwater scene and have been mucking about with post process material for all my fog stuff to get light absorbtion etc but for my little ROV lights I wanted them to have atmosphere fog. I cant get exponential height fog (atmosphere fog) to work right with the post process shaders so I assume I need another trick... anyone got any pointers?
i've put a Fade track in my level sequence, but the cameras i've placed in the world don't "see" the fade. any way to fix this?
scratch that, i got it to work
trying to get my subtitles and audiovoice synchronised
is there a way i can update variables in the sequencer. for example whn my sentence ends and a new sentence starts
@upper agate I don't know for sure in sequencer how to find variables, I would guess that you may need to look into Director Blueprint class, and may be extend it , but I'm not sure it's the best way
I usually do my conversations in C++, For example
https://www.youtube.com/watch?v=d0sEb8PchDQ
I'm using C++, but I can briefly explain the set up, should you need
how advance is it and can i combine it with bps?
i want to have subtitles for a VR application
basically showing the name of the speaking person and the spoken text
when an audio file is playing the subtitles should pop up
@gusty heath
have nearly no experience in c++ so i would need some help
@upper agate Of course you don't actually need C++, it should be doable in blueprints, it's just that I never use blueprint logic, so I have no idea specific to blueprints
but if I would try to achieve something similar most likely I would look into attaching a widget component to my characters
i think i would need specify the input and then attaching the specific text to my widget
thats what i allready have
what exactly does your c++ code does?
Very simple things. I have three cameras in the world picked randomly each time a new line kicks in
I have a timer set to the length of the audio
and when the audio finishes I add half a second for a more natural flow
i was more interested in how get the text update ๐
and then rinse and repeat
I understand
I just don't know how to do this via sequencer
but in my case the text updates based on a line ID I have in my conversation flow
an event for every voice semms to be overkill
So when the line ID 12345 kicks in, I'm looking for two things: audio associated with it and text associated with it. play the audio, update the text
maybe adding a specific text based on the time?
Rinse and repeat
But I don't do it via sequencer, so unfortunately I should stop talking, so I don't muddy the waters unnecessary ๐
ah just to summarize you track your time,w hen you do play an voice audio and then add the text lines via the id
yes!
good then i understood your method. basically what the squencer would do
There is a very simple method available to get the length of audio, it's very handy in my case
also, because I don't know exactly how sequencer handles variables, in my case I track my variables which are exactly 2: Audio component and widget text for the sound and the text ๐
yeah there is a solution
just have to find someone to give me the hint
@gusty heath i think i found it
expose to cinematics
thats the problem with unreal it works, if you find the hit box ๐
Thank you for teaching me the sequencer way! ๐
haha learning by waiting and trying
@upper agate I've sort of had to go through similar stuff recently, not with subtitles but with getting sequencer to control specific blueprints etc. couple of ways I can think of to get your text in there.....
expose to cinematics in the BP is needed but it wont necessarily make it magically turn up while scrubbing, only during rendering or while using simulate or play which makes it hard to time.
but... if you make a function in your BP called set<varname> and it has an input that matches the type of your <varname> variable AND that function is set to run in editor then when you add that variable in cinematics and change it via keyframing the set<varname> function will be called and any logic in it executed.
so... you could have a BP actor send integer changes (actually careful on that one I'm not convinced integers update keyframes properly in sequencer, so maybe use a float converted to an int in the BP) which could drive which line of dialogue to choose and send to a UMG...
@snow spire thank you but im still struggle with this set up
ok it works but in a strange way
for my set up i use a
Dialoge Handler which is in my Level.it also has the values exposed to cinematics. Next it has a 3dwidgetUIWidget for testing.
wenn moving over the next keyes it sets my values, but doesnt change the widget text
at the 3rd keys it sets the values of the second keys
And so on
When playing it reverse everything is fine!
found my problem setting was called at the same frame as the update function
@unkempt ravine use Take Recorder instead of SequenceRecorder
Hi. I currently have assigned a Media Texture to a screen but for some reason the video being played back there is upside down. Any tips as to how I can fix this?
Modify your material to 1- the Y coordinate ?
I am pretty newbie, sorry. How can I do that? @tight stone
You could try this actually, the Un Mirror V option on the Texture Coordinate node
does anyone know why the actor sequence is still experimental?
Y does the first frame in exr always renders out so noisy out of sequencer
Is it just me or it happens with someone else too
Hey, anyone experienced with creating spawnable actors in Sequencer? Specifically, I'm trying to create a camera rig rail and animate a camera along it (using spawnables only).
@calm jackal add per shot warm-up it's the effects that rely on temporal history not having history yet
I do I do 100frames for warm-up and use 3s per frame and 3s for shot
@calm jackal per-frame wait time will remove motion blur fwiw. Also try "Custom Passes" with Final Image and EXR instead vs. Image Sequence EXR
Correct
Also are all the passes rendered out from ue same that gets rendered out from Maya or they are different
I m use to passes from Maya
Time to do some rnd
No, completely different.
Maya has the benefit of being able to do things with dynamic memory and can choose to save whatever portion of a calculation it feels like. Due to the way real time rendering engines are built they can't really do dynamic memory on the GPU and have a maximum number of outputs they could possibly do, and those are consumed just producing the data needed for the final image
Yesterday I was fiddling with my "Theater" in VR Mode and something must have happened because now, when I press: Alt+P or Alt+S to enter Play Mode, I don't get Audio anymore. But I still get audio from the MP4 Videos I have imported when opening the Media Player.
Any tips as to how to get this fixed? Thanks in advance!
Maybe the default audio device on your computer got changed? Or in Oculus/SteamVR it's set to change it to the headset?
@tight stone I see. I have just checked for that but it looks like it still the same.
I remember that before the incident, there used to be a little speaker in the world outliner that would show up upon switching to Play Mode. But it doesn't seem to be here anymore.
Nevermind, I figured it out. Forgot to assign the Media Sound component to the displays.
Ow damn I didn't know this channel even existed, awesome
Hey guys!, When I am rendered my cut scene my output has no audio track (in master sequence I have audio), can anyone help me with this.
When adding a camera shake in Sequencer, is there a way to keyframe the scale in order to ease it in/out? Or perhaps another method to achieve the same?
@mighty fjord It only works if you launch the editor with -audiomixer, it'll work better with Use Separate Process, but it is experimental and probably won't produce the results you need.
@tight stone thanks!
anyone played with nDisplay much? I've got a dome project (pre-rendered not realtime) but I'd like to use UE4 for some of the shots. I see I could use the panoramic render but that seems to be a bit of overkill (and slow) I'm thinking I could just render cubemap equivalents and stitch them in post but looking into nDisplay it seems like taht is what it could do even from a single machine for a single display? the details on it all seem a bit vague. any insights appreciated
I'm not entirely familiar with the extents of nDisplay @snow spire , I've seen it used the opposite - many computers in sync to make up one cave/dome/etc, ie: https://www.youtube.com/watch?v=bErPsq5kPzE is multiple machines tied together to produce the wall content in real time.
Real-time technology is transforming the art of filmmaking, with next-generation virtual production tools coming to Unreal Engine. At SIGGRAPH, Epic Games partnered with Lux Machina, Magnopus, Profile Studios, Quixel, ARRI, and DP Matt Workman to demonstrate how LED walls can...
I'm not sure what the best way to create panoramic video content from the engine. I am not sure if nDisplay has the capabilities to do a full panoramic blend or not (not my area of expertise either!)
having huge quality issues when rendering out cinematics
Is there anyway to increase the quality other than downsampling?
im having issues rendering in 4k with the sequencer, it crashes on me, i have 60 fps ingame and heres my specs
Well that should not happen unless u r just cranking the post process values to an ubserd amount
Can you actually do 4k resolution raytracing outside of movie rendering?
@tight stone thanks Matt, I've had a pretty good look at the virtual production stuff and yeah kind of a different problem / solution. The nDisplay docs do mentione one machine rendering multiple parts / views as being possible but a lot of the nDisplay stuff is a bit vague right now for the pathway through it. A full dome stitch of cube renders isnt too tricky. I could even probably do 5 render to textures mapped to a UV'd dome (how I've done it in the past) I guess critical thing is how do those edges blend and is there perhaps a better way... what I'm basically after as end result is 4K to 6K (square format) full dome render similar to on this blog for AE
tbh if someones made a fisheye render setup that could do 4K that would be fine. the panorama render in UE4 seems to be an offset slice setup to make stereoscoping work so is slow and has artifacts... at least last time I played with it.
Can I interrupt you guys for a second. Does anyone know where I can find a complete list of all commands?
I need to call a composure event and there is no documentation about it
Hello Guys ๐ I just introduce myself to level sequencer but in complex animation... there is a lot of keys. Is it possible to add comments to frames?
Hey everyone, I'm trying to render a sequence from the sequencer out to exr files. It works great except that it won't render one of my characters, I assume there's an issue with the skeletal mesh but cant figure it out. The character is visible in the viewport and present in the sequencer, any ideas?
@modern rivet you can add labeled markers, I think you right click in the timeline area
@gusty heath set the actor scaling bounds way up maybe? Or check for hidden in game. Does it work in PIE? Do you have any game code which might be also trying to control that actor
Matt I try ๐ฆ but it isn't there
Maybe it's hitting M? There's definitely a way to add markers with names. might also check the documentation
@modern rivet
I'm having a lot of popping and anti aliasing issues. I'm not worried about framerate due to this just being a visual piece. Has anyone found a way to get a cleaner and crisper image?
You can try increasing the screen percentage. The pop in just looks like the grass system still loading... There's some c++ code snippet I can send you that might let you force it to load. Should be better in 4.25
The Age of Discord First trailer
Delta Vision Team
Unreal Engine 4
hello, not sure if this is a noob question, but I'm trying to figure out how to have an actor that is set to follow a spline path, (work fine), follow it at a constant speed from beginning to end, as right now, it seems to accelerate and decelerate when it gets near the end of the path...
@tight stone that would be fantastic! I ended up just scrapping it but it would be great to know for future projects. ๐
Is there something spesific i need to do with the camera or something that can cause a crash due to me trying to render out 4k images?
heya. I'm wondering if there are ways to play level sequences across different levels. The Witcher 3 dialogue tool has something like a sequencer built into it, and characters are animated without the actual environment - but the location can be previewed/changed.
If all actors of the sequence are spawned/looked up in real-time instead of just bound (and therefore needing a reference to the actor in the level) it would be possible in theory at least... anyone know anything?
@muted lintel As long as all the actors in the sequence are set to 'spawnable' you can play the sequence in any level.
really? Great! I'm going to look into that.
Shows how you can use Sequencer to Spawn Actors in your scenes regardless of level.
for some reason I thought 'Level sequences' are inherently restricted to specific levels :)
Did they fix the time dillution for the sequencer in this patch?
I think it was slated to go out with 24.2, give it a shot
@trim herald @muted lintel You can also use Dynamic Actor Rebinding to rebind a posessable (or spawnable I suppose) onto an instance in a particular level, could be helpful if your NPCs have some sort of customization and you don't want to spawn a copy that doesn't have those customizations
@tight stone that would be absolutely ideal because my dialogue tool already allows the mapping of an actor to an arbitrary dialogue entity
That's how I currently implement events on actors and I'm looking to replace my current event system with the sequencer. Fantastic
@muted lintel To expand a bit on the dialogue tool abstract approach, as we all know I pound my chest fancying myself an "expert" :D. The Witcher original engine was based on Bioware Dragon Age Origins, and the Bioware tool came with a stage concept, which was basically an empty abstraction of potential actors layout in the scene, to be filled with any actors and to be placed in any level
This approach has of course high reusability, The same stage Can be used by different actors in different levels
for example, this was very useful using a dynamic party along with the player
the stage simply use the placeholder for henchmen, and at runtime the current party members were placed in their correct position during Cut scene
Or random encounters, which allowed for different NPCs in different stream levels to make use of the same layout for actors and/or cameras and so on
That's very interesting indeed. This is basically what the dynamic actor rebinding does, I think and if I manage to implement the sequencer successfully my system would support this as well given that the actor lookup is performed dynamically so different actors could represent the same dialogue entity, so the same events could be triggered on different actors as long as the ID matches. Just the question of feasibility remains: playing the same anims on different characters requires some previous setup that supports it
@muted lintel What do you mean by playing the same anims on different characters requires some previous setup that supports it .?
You can use animation retargeting between different skeletons...
that is one of the possible options, but then you require a mapping between skeletons and anims because you'd need to evaluate at runtime which animation to play. Ideally, you'd only have one skeleton with different meshes so you can specify one exact animation file
@muted lintel There you have your feasibility answer: stick with one skeleton and one set of animations and problem solved ๐ All humanoids in your project share it happily ๐
I know :P but when designing systems there are often technical hurdles that aren't obvious. For example, I don't know yet how the actor rebinding actually works: it could be that the rebound actor needs to be of the same class as the one the scene was created for (pretty likely): in that case, this use-case would only be possible between same-class actors. And that is a possibility since you can access member attributes/functions inside of sequencer.
With some abstraction some tracks could be shared, such as animations, but that won't be possible for all things. Then stability needs to be considered, you don't want things to crash or just stop working without notice just because you rebound an actor at runtime
@muted lintel You think too much ๐ all your humanoids should inherit from a character class, so you simply keep track of TSubclassOf<class ACharacter> Which also holds the common skeleton, the rest is just conventions, such as these are the good guys, those are the bad guys, Over there are the noncombatants. The bad guy is a zombie, the good guy is an archer with leather armor, and the noncombatant that is running away is a peasant wearing a red shirt. Inconsequential to the common denominator which is subclass of character using a common skeleton
you don't have to explain that to me, you have to explain that to the users who wonder why X is supported but Y isn't. That stuff has to be considered, designed and tested by someone so that advantages and drawbacks are reasonably assessed and categorized. You don't want to release a product and not know about things that your current design can't handle
:) I'm just saying that this is just one of the things that might prove troublesome. Imagine the poor guys at Epic who have to build tools for many many people without knowing what they have planned for their games. And yet they ship with remarkable quality overall. That's not easy
@gusty heath cant send you a PM anymore ๐ค sent you a friend request
@tropic saddle sorry, forgot about the grass thing.
{
ALandscapeProxy* LandscapeProxy = (*It);
if (LandscapeProxy)
{
TArray<FVector> CameraList;
LandscapeProxy->UpdateGrass(CameraList, true);
}
}```
This might do what you need, though it hasn't been tested ๐
@tight stone I'm having a somewhat unique situation, maybe you can tell me if sequencer supports the following:
I have graph nodes inside container objects, and each graph node should be edited/arranged inside sequencer. Because of branching reasons I need sequencer to handle the branches as well. Is it possible that I 'stitch' various moviescene sequence objects together dynamically depending on user selection? I.e each graph node has its own moviescene sequence, and selecting two graph nodes will chain the two sequences together in sequencer, so they can be edited on their own but also in greater context.
The other option I need to research is if selectively showing/editing moviescene objects is a thing. If only my containers have movie scenes, and depending on branching I only want to show some of the sequences, is that possible? This is for determining what graph nodes can be played 'linearly' so I can show just that part in sequencer
If you do it in C++ you can do whatever
sequences can be built on the fly in memory if needed
It's not as efficient b/c it has to build the evaluation template before playing it at all, but that's probably not an issue unless you have horribly massive sequences
Couldn't you make each sequence one 'branch segment' and have a different system which chooses which sequence to play after the last one?
I'm doing C++ for plugins but not working with the source build, so source modifications are a no go. So I have to make due with the interface Sequencer exposes. Should have specified that, sorry.
Your suggestion about 'branch segments' - do you mean the 'linear paths' or do you mean a sequence for each node? I'm doing a dialogue plugin in which each node represents a dialogue line (or larger, like a dialogue itself), so when I have a 'linear path' of dialogue I want to edit the entire linear path at once, but this needs to be calculated at runtime because of user configuration
That is going to be significantly trickier
Have a look at the Take Recorder plug-in. It knows how to create sequences in memory, open Sequencer to see them, and save them to disk in packages.
that sounds like a good tip, thanks
I suppose you could try and build strings of sequences out of sub-scenes, then the user could dive into the sub-sequence (from the 'master') and edit that, but still play back the whole thing in a row
yup, that kind of runtime sequence-stitching (that's what I'm going to call it for now) is what I was wondering about, whether it's feasible/possible or not
technically it's not much different from creating a new sequence from all selected nodes, then when the user edits the new sequence forwarding the changes into the individual sequences, is it not?
(I take it that's what you meant, but I'm pretty new to sequencer terminology)
@muted lintel I assume your system is designed to generate 'strings' of sequences, like previewing a particular set of branch choices? And you want to play those in the editor from start to finish to see what the conversation would be like?
You might be able to generate the outer sequence on the fly from your tool when they decide they want to preview segments x y and z. If the actual data for each segment was its own sequence, you could use a Subscene section to represent each one in the generated sequence
If they made edits in the subscene itself (by double clicking and diving into it) then those could get saved to the actual assets ) and not necessarily need to manually move changes around.
You're going to need a different system for previewing in the editor vs. runtime solution for sure.
yes, that's pretty much what I want to do. The goal is to add all kinds of cinematic events to the dialogue that is already written. Witcher 3 for example just has straight up 'dialogue sections' which contain multiple dialogue lines, and each 'section' has its own sequence (so that each 'linear path' basically has its own asset) - that is sadly something I can't do because of the way the dialogue is structured, but I want to replicate it to some degree, so that the workflow is still similar overall.
Big part in the beginning is probably going to be me just experimenting what works with what objects in what way. Currently I have no clue how MovieScenes, MovieSceneSequences etc. play into each other, what is the parent object, how I create subscenes etc.
Having some issues with a scene if anyone can provide immediate help...
The video should look similar to this...
@muted lintel I will admit it's not the most straightforward ... :- ) Take Recorder definitely makes level sequences and can optionally create sub-sequences as well, and it's generating tracks/data to store in the sequences it creates
If I had to guess it is physics/collision on your vehicles Misha
yup take recorder is probably going to be what I'm looking into then. Today I've been looking at the way sequencer is implemented in the UMG editor
Right....how do I deactivate that as I am mostly working out of the sequencer in non play mode.
given that it's a rather small editor compared to the full-on sequencer tool for cut scenes I think it's a good way to get a grip on it
but play mode is all fucked right now and don't wanna mess with it.
@muted lintel It's mostly the same tool really, just with some of hte UI options turned off.
Find your collision options on the objects and turn them to No Collision and uncheck Simulate PhysicS?
the underlying tool is the same, but the additional logic that is handled seems to be different enough if I'm not wrong
There is some stuff special cased for UMG for sure
by the way, I have checked your twitter bio, may I know what your role with sequencer is exactly? Have you been part of the initial crew who designed/implemented it?
Trouble maker ๐
sounds like a good role :D
And no, I don't think any of that group still works on it anymore
It was originally created to just do UMG animations I believe and then evolved into a replacement for Matinee, so some of the original design decisions were based on the idea of only having like three different properties one could animate heh.
I see. I've only started working with Unreal from 4.14 on so I missed quite a few years of development
I think it only showed up in the ~4.10 ish timeframe actually
aha! Oh yeah, something that's been on my mind forever: since matinee is now removed, how do camera anim assets work? They still make use of the matinee editor don't they?
this is something I thought about as well given that I'm going to be needing camera anims for my dialogue tool
OK, it is working better now, but I still need to refine the camera movement...what can you suggest to improve the animation curves without having to manually tweak them all?
@muted lintel they'll be moved over to be edited in Sequencer instead eventually
That's what being a cinematic artist is I think, using curve editors to make things move how you want them to :p
Is there a UE4 example project with some good Camera Shake tracks i can use?
When is Sequencer going to be more "Premiere Pro" like? With all the audio slicing and dicing benefits?
how come when i render my cinematic it renders the audio as a seperate file?
It is an experimental feature which doesn't have full support
@tight stone hope I'm not annoying you: is there a short way to explain what the difference between a sequence and a movie scene is? As I see it from looking at source every sequence has exactly one moviescene, and both Sequence and MovieScene inherit from MovieSceneSignedObject. My first guess would be that the Sequences are the actual assets while the MovieScenes contain the animation data, but I'm not quite sure.. ๐ค
I believe you are correct that a sequence has exactly one movie scene and they're always 1:1 pairs
It is just how the data is structured and it is unfortunately not always clear what belongs in what
You'll see most of the Sequencer code ends up going GetFocusedSequence()->GetMovieScene() since the data is mostly stored in the movie scene. The idea might have been that you could subclass one or the other of them but I don't think it got used that way in practice.
MovieSceneSignedObject is just a UObject with the ::Modify() call overriden to regenerate a fguid, that's how the editor knows to rebuild the UI is when the guid is changed
I believe that's how it knows when to regenerate evaluation templates as well
ah that does clear some things up, thanks. It's one of the larger systems I'm trying to dive into, and googling hasn't resulted in anything useful regarding the c++ side of things
Hey guys, is there any way to restore Take and Sequencer Recorder default settings? Already tried reinstalling the Engine, but didn't restore defaults (Take Recorder).
@gusty heath rename your /Engine/Saved folder and your Game/Saved folder to something else
That's where config files are stored
@tight stone Thanks Matt! Renaming /AppData/Local/[EngineVersion]/Saved did the trick! ๐
...today I learn about a new place for them to be saved
I'm running into problems with the Virtual Camera Plugin. The recorded takes look well regarding movement, lens, etc.
But the filmback settings aren't recorded properly. While the filmback width is recorded correctly, filmback height is constantly wrong, no matter which settings/preset I choose during recording.
Is this a known issue with an existing workaround?
@tight stone experimented with expanding normal sequencer instead of making my own, I did a lot of weird crap to make this happen: https://gyazo.com/21a6954f0b4fc90f0821fd0ea655dfed
Dialogue tracks with my custom asset picker for dialogues! Doesn't do anything yet though
\o/
I need help with UE4 Cinematic animation. Can anyone help me? 
sorry Netekim, I have 0 clue about using sequencer normally :P just trying to code with it
you can also just @ me, no need to add
Please do not directly reach out to people if they are not engaging in a conversation with you. If you have a problem, ask a question. If someone knows the answer they will try to help you. See Rule #1
random question of the day: rendering out .exr's from the sequencer for use in a compositing package etc. do I need to enable a higher bit depth at the project level to get the best range etc... I've rendered out a test seq but it seems to be about the same amount of colour range as the png's I did. Anything else to consider like disabling tonemapper etc?
You're mostly always going to get the tone mapper right now which will clamp you to about a 0- ~1 range. You can make code changes to disable the tone mapper if building from source
That way you can get real linear data, ie: lights might have a value of ~500 in the hot spots
:( turns out the most common track editors are only supported in LevelSequences by being hardcoded. Probably a reason for it but a bummer! https://gyazo.com/b77ea4c94e65467515d11d403b9d6af6
just change global time dilation with an event
@muted lintel :sadpanda: - i would probably go down the route of having a external tool to sequencer generating level sequences for editing, it's probably going to be fewer unexpected road blocks
(There's also a Time Dilation/Play Rate track which just controls the global time dilation)
yeah probably, right now I'm just experimenting all things sequencer to see how it works, what it can do and what it can't. I got some object bindings going now in my own sequencer! https://gyazo.com/18e7b5cf5225e81448ac29a959dc5fc4
the actor is runtime spawned based on an ID from the dialogue tool
"my own sequencer" sounds like heresy
That's pretty fast development ๐
Possibly of interest is Template Sequences, they're still under development but they're designed to be a object binding as a sequence asset which can be applied to a different object
a-la Matinee Camera Shakes, just not as limited
I really just copy pasted a lot of code to see how functions and data play into each other.. but thanks! Didn't know adding an object binding was as simple as calling CreateBinding on the sequencer with the object and the name (worked after I copy pasted about 10 levelsequence binding structs and renamed them.. for the sake of testing, of course). The transform track just appeared on its own right after I provided a playback context and the interpolation worked like a charm. I have no clue how people can create amazing architectures like these!
Also I encountered the template sequences but didn't know what they are for. They are totally what I'm looking for, as I see now they have information about the actor class, preview actor and the components.. sounds like dynamic rebinding between different objects of the same class to me!
but isn't rebinding possible already?
Rebinding takes over all properties on an object, and has to be done through code. Template sequences only apply the tracks they have and can be layered into objects in Sequencer
I think template sequences might support additive tracks as well, for use as modular reusable camera shakes
There's also spawnables, which are like possesables except the object is spawned instead of controlling something already in the level
Ah I see so right now rebinding is somewhat of a hassle whereas with template sequences you could create a generic transform track and just apply it on any actor. That's very interesting. Do you have a super rough non-binding estimate on when they will have a full release?
Does anyone know how to fix Moire issues when making a cinematic? I have a camera moving closer to a tv with speaker vents and they are flickering until i get close enough.
@gloomy shard Could try rendering higher res and downsampling
@tight stone Thanks for your answer Matt, I'll take a look. Just trying to figure out what the pathweay forward is for quality rendering out of UE4 for film and tv projects. Anyone seen any detailed write-ups on this i.e. best preactice that people have figured out.
@snow spire You'll be able to get tone curve on/off without modifying code in 4.25, output should be Rec 709 either with or w/o tonecurve, plus we have a solution for real anti-aliasing to eliminate TAA ghosting
@vestal rapids has been giving the new tools a go, maybe they can speak more on it
just doing a few tests with the outputting render passes in 4.24, there's options for pre-tone mapped outputs from what I can see
it's not correct iirc, i think quantization grain is being applied to it
this exr setting is clamped at 8 bit, tonemapped.
under render passes it lets you choose .hdr tho...
Not sure what these will give you in practice actually.
I think the pre-tonemap will disable other effects that you might want, but maybe that will work for you in the mean time
I just output pre-tonemapped, post tonemapped and final image .exrs via renderpasses with .hdr checked and they all seem to at least hold a bunch of range that would otherwise be clipped
which is probably the main thing I need to feel comfy about being able to ouput for post / finishing
....but it brings me to another thing (which might be in the magical 4.25 stuff)....
we've experimented with using delay frames for rendering to settle down the TAA.... but you dont get any moblur on that..... any way to get each frame to consider that it has velocity while ebing held?
ya, new system in 4.25 removes per-frame delays and replaces it with multiple renders that don't pass time in the world
As an added benefit, if you use Temporal Supersampling you will get circular motion blur for wheels/helicopters/fans,
ok that is pretty exciting.... I promise I'm going to get my but in gear and my head around how to do builds any day now.... ๐
can remove noise from raytracing using the same thing in theory too
Now... I just gotta finish it ๐
so say you've got some team members who are a bit touchy about using test branches (maybe rightly so) are there any hints about when 4.25 might show it's face?
๐ค
You may be able to get an idea by looking at our previous release cadences however ๐
is it like groundhog day... it pokes its head up out of the burrow and decides, nope.... and six more weeks of winter ๐
Some of the features probably won't land in 4.25 but they're more minor things like extra output formats, xml, etc.
i'll see if I can get it going tonight at home.... dev/editor branch right?
so.... silly question... how backwards compatible are UE4 projects.... like if I do a bunch of fairly vanilla stuff apart from the render settings should it more than likely downgrade back to 4.24 easy enough?
No
That would be forward compatible, not backwards compatible. ๐
Make a copy of your project and open the copy in the dev-editor branch
(make sure you check our pages on compiling from source, it should be pretty straightforward if you get all of the pre-reqs installed)
I'll definitely be doing that (copying project).... just imagingin a scenario where something breaks so bad in about three weeks and there's like a bunch of asset work, shaders, models, levels etc that I might want back in 4.24
If you save them from the Dev-Editor branch (4.25+) you will not be able to open any of those saved assets in 4.25 editor version
You can make updates in the 4.24 editor, copy the files into your 4.25 copy again, but not back unfortunately
ok, that's good to know.... in which case 4.25 will only be a copy and render version, throw away, all updates in 4.24, rinse and repeat
That would be my recommendation