#cinematics

1 messages Β· Page 18 of 1

barren lagoon
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changing around the "Look at Tracking Interpolation" setting doesn't do anything

subtle violet
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Hey guys, very new here and looking for some help. I am coming from various 3D suites and am only using unreal for animation/rendering.

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In short, I am looking to randomly animate a light with a blueprint, but it seems that the blueprint only works when I hit play to simulate the game, which prevents me from capturing what is going on in my sequencer. Does anybody have a solution for this?

gusty heath
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Hi all I put a media video with the media player on my sequence and I would like to change this media framerate inside unreal engine if someone know how it's possible to change the speed of a media source inside UE4 it will help me a lot Thanks all !!

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I found the timedilation but i don't know how to time dilation just a media not all sequence

wise jacinth
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Hello #cinematics people. I recently bought a foliage pack, and was bummed to learn that the world offset position in the material (if adding wind) seems to break the material, (or can't render properly.) Everything static looked beautiful and crisp, but everything that was moving with the offset world position node was fuzzy and preview-esque resolution. I was told that it could be a "RTX" problem, but raytracing is turned off. Can anyone help with this?

Thanks for your time and reply!

Andrew

dense kiln
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@subtle violet make a blueprint class that contains your light and use an actor sequence to animate the light?

tight stone
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@subtle violet When you render a movie out it is like simulation so it will work in the final render.

subtle violet
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@tight stone no way. really?

tight stone
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Yes we just start the Play in Editor feature and capture the output while the game runs.

subtle violet
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@tight stone wow i gotta try that

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thats great to know

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thanks man

north spear
tight stone
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@north spear You're being clipped by the length of the shot section in the parent sequence

north spear
tight stone
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Yes, it's not long enough. Drag the right handle further

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You'll notice if you go too far that part of it is drawn darkened out - that means the inner sequence doesn't have a big enough playback range.

north spear
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I extend the master way to the right but still the same issue

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Ohhh I have to extend the clip itself not the master limit gotcha thank you @tight stone

barren lagoon
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is there an option in the curve editor that allows a sort of sharp "plateau" between two keys? (excuse the MS paint)

simple valve
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Got more of a conceptual question. Is there a way to transfer camera animation data done in another 3D software and transfer it to a game engine's camera? I'm wondering, for example, how something like Overwatch's Play of the Game is done, where the camera is a huge part of selling the animation and everything (I don't believe they are pre-rendered videos but I may be entirely wrong on this one). I highly doubt that Blizzard hand-replicates all the complex camera moves done in whatever 3D software they have. So I guess A) Is this camera data transferring a possibility and B) How would one go about that in Unreal Engine? Are there video links or documentation that discusses this?

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I guess you could parent a bone to the 3D camera's movement, then export that bone as an fbx w/ animation, then connect a camera to the socket of the bone...lol. I may be overthinking this. Thanks in advance for the replies!

tight stone
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You can import fbx's onto a Sequencer Transform Track

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Or you can do the latter

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I believe the cameras and the victory animations are tied to the Victory pose so they animated the character to the camera, so probably exported the skeletal rigs for the characters with a bone for that camera and then parented the camera at runtime

rustic plume
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hey guys, got this problem with new groom rendering feature. In some cases - when rendering in particular angles OR in higher resolutions, the hair starts to randomly flicker and dissapear (seem like some kind of a problem with depth). Any ideas for a fix?

junior heath
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if i capture a scene in 3840x2160 or without compressing i get a big avi file what is not really playable in video players, because the video is stucking all the time... so how can i get the same quality but as a normal video?

tight stone
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You should use a third party tool to compress it afterwards, uncompressed AVI is not meant for playback

paper iris
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I usually run an export through premiere Pro straight after and then delete the raw file (also helps with space)

glossy hamlet
pallid rock
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I rendered a sequence in UE and now that I have the erxs I want to use the camera move from sequencer in Nuke. Its easy enough to export the camera from sequencer as an FBX but I cant seem to find orientation options. UE is Z-up (correct me if Im wrong) and Nuke is Y-up. When I import the camera into nuke I have options such as transform order and rotation order but no combination seems to match.
Anyone have any ideas?

mint monolith
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@pallid rock There should be options on exporting the FBX, alternatively I think you Rotate things in Nuke with a scene node or similar

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Is there any way to directly use Blendspaces in Sequencer? (without animBP)

shadow mesa
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Hey guys, I have a small problem that I have never encountered before. Im working an a sort of animation movie in sequencer and I have the following problem. I have some character actors that play an animation (running etc) and since the ground is not always in level with the feet/body of the characters I keyframed the transform of the actors so they are always on the ground. But whenever I try to render that sequence it seems like my keyframes are ignored. It is completely fine in the editor viewport but ignored on render. I have attached a picture for comparison (you can see one character is completely blended into the pavement and the others as well going through the ground)

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Okay actually found out what was causing the problem. At the beginning I wanted to use ragdolls instead of the death animations and I have setup physics simulation inside the character blueprint that I accidentally left in there

quasi gull
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is it possible to copy one track from one sequence to another?

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trying and it insta crashes

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using Geometry Cache and GeoCache Component... wonder if thats why crashing...

stark palm
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Is there an "easy" way of playing video when you finish the level? Similarly like the intro level thing that you set up in the project settings.

fierce topaz
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Geometry caches are... flaky

rare aurora
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im trying to render out a simple animation in ue4 all i have is the camera going from left to right with 2 keyframes set to liniear interpolation SO WHY THE F DID IT TURN OUT LIKE THIS? i mean why is it jumping thats not how the animation is supost to be what is this weird lag or choppyness?

mint monolith
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@rare aurora render out as an image sequence instead of a video

rare aurora
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thats exacly what i did

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turns out it was blender

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i was imporing files by date instead of name extension

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silly me

turbid canyon
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Im gonna make a trailer for my game, and i seem to have heard someone talk about direction of panning clips, wether or not to ease i to views with zoom or not. Anyone know where i can find some solid tips/tricks for this kind of stuff? Something like do/donts

rare aurora
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just imagine the scene in your head or if you cant refrence the camera movement from movies that fit the feel

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and just animate the camera with simple 2 keyframes in liniear mode

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@turbid canyon

covert halo
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Hi all ! When I'm reviewing a take I just did, all the moving objects are duplicated. One with the animation, one without. Any idea where that might come from ?

turbid canyon
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just imagine the scene in your head or if you cant refrence the camera movement from movies that fit the feel
@rare aurora but there must be some theory out there on the matter. Thats what i look for (im total noob with cinematics, as in zero experience)

rare aurora
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@turbid canyon well there are tiny tips but they dont matter much just think about words literly like you want a slow feel? make the camera move slow

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also if you are doing pannings forward or left to right etc try to make it very very simple and the movement predictable it iwll make the viewer feel at ease

turbid canyon
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Ok thx i’ll do some experiments i guess

fierce topaz
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The term you are after is Cinematography. There are plenty of tutorials that cover this for film. Watch those, then do the same in Unreal.

rare aurora
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yea you should study how people do films

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after all cinematography is the full art of visuals combined

mint monolith
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@turbid canyon I remember following your tutorials for setting up VR ikinema bodies

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May I ask what solution you are using now?

turbid canyon
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My own cpp upper body implementation. Its sadly not capable of fullbody solving, but may come later

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Its opensource/public available btw, just search for UBIK either on my yt-channel or google. It should pop up

covert halo
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Also do you guys know where the sensor location is on the Cine Camera ? Is it at the tip on the lens, the middle of the camera ?

winged thistle
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@paper iris and @mint monolith thank you! Doing the changes πŸ™‚ and learning about lightning and camera anim and positions.

mint monolith
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@turbid canyon thanks i'll check it out

paper iris
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@turbid canyon When I first embarked on my attempts at cinematic visuals / gameplay trailers I found that some of the best material to look at were other trailers that have come out over the recent years, ranging from 'indie' to 'AAA'. You can further break this down by searching for said trailers that match your games art-style / genre. If the game is something whacky, you may be able to get away with some more out there cinematic design. Whereas if there is an huge element to realism you might want to consider something more 'conventional'.

Another thing I would actually suggest would be to look at speed level designs on Youtube. The reason I suggest this is because they are primarily doing the scene for visual value as apposed to gameplay expectations. They will have the scene framed often in a single static point to work from - They also often do a video at the end showcasing it, sometimes static, sometimes panning.

And others have said, looking into the fundamentals of sequencer, as well as cinematography in general will assist you in many ways.

But I also want to say, just because everyone else does things one way, doesn't mean you have to do it that way as well. Don't be afraid to experiment, seek feedback and keep trying. Make sure you remind yourself of what you want to achieve and why you want to achieve them. Creative processes and workflows when trying something new can sometimes be disheartening. BUT KEEP GOING! It will always be worth it. You've got this! πŸ™‚

turbid canyon
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@paper iris thanks so much for putting together such explicit suggestions... great pointers and definetely usefull. I hope i will be able to present a preview in this forum here and get some feedback before i put it out there. Any feedback i can get will be appreciated.

tight stone
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@covert halo Pretty sure there's a preference in Take Recorder about always recording into a spawnable instead of possessable, perhaps you want to change that? There's a project wide setting or per-recorded actor. You want Possessable.

covert halo
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@tight stone I fixed the issue since then, but didn't touch that setting. Good to know tho ! Thank you πŸ™‚

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I'm using a Player pawn in my setup, and that setting is not there

edgy stratus
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i want to render a sequence that reacts to audio and then sync it with the audio in a video editor. its a particle simulation that reacts to audio. but its heavy and doesnt render in real time so it soon gets out of sync with the audio. what could be the solution to that?

tight stone
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@edgy stratus You could try the new Movie Render Queue in 4.25. You will need to launch the editor with -audiomixer -deterministicaudio as command line arguments. I do not know if it will work or not, no one has tried it before and may depend on how the code you use to react with the audio works. It is still experimental.

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Couldn't you just use the original audio and line it up with the particles later? Or does the audio get generated in-game dynamically?

edgy stratus
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hey @tight stone thanks, will check it out now. no the audio is not generated in game, it is a wav file. but the particles react to the audio. even the slightest delay i frame rendering will make video/audio impossible to sync

tight stone
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Oh right yeah I see the problem. The other backup plan if the above doesn't work would be to write a mode where it 'reacts' to the audio and saves the values somewhere for each frame, and then play them back during movie rendering instead of doing it in realtime then. There's no system built in for that.

edgy stratus
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@tight stone i should launch the editor with -audiomixer -deterministicaudio you say, is it the same if i use these in the field "additional command line arguments" of the render movie settings? i render using a separate process

tight stone
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@edgy stratus I believe you don't need either of them (if you're already using the audio mixer) if using separate process, we tack on -deterministicaudio automatically for separate process renders

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But failing that yes. The Additional Command Line Arguments has moved to Project Settings

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Do note that the movie render queue is not a replacement for the old one in 4.25, you have to get to it via Window > Cinematics > Movie Render Queue, and then click the link in the Settings column, then click +Setting and add .wav Output

edgy stratus
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ok i see. i have no control of the character/camera. this movie queue is for keyframed camera movements?

tight stone
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@edgy stratus Add the Game Overrides setting and uncheck "override gamemode" (or replace the game mode it overrides with GameModeBase instead)

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You won't be able to hear any sound with the -deterministicaudio flag, hope you don't need the sound to play your game. Also delete the .jpeg option and choose .bmp for the fastest write-to-disk speed

edgy stratus
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ok. and then i sync the image sequence and the wav and hope they work?

tight stone
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Yeah, or replace it with your original wav at the end. But hopefully the visualizer will react based on the audio which is now not being processed in realtime, it's being processed 1/<framerate> at a time no matter how long it takes to render

edgy stratus
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awesome! it works πŸ™‚

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thank you very much @tight stone

tight stone
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@edgy stratus What method do you use for the audio detection in case someone asks about it in the future?

edgy stratus
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what do you mean? how the particles react to the audio?

tight stone
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Yeah

edgy stratus
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well they are niagara particles and i made a niagara dynamic input script that uses the audio spectrum input and node. makes sense?

tight stone
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πŸ‘

edgy stratus
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ok so, what if it was essential to listen to audio while capturing?

tight stone
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There is not much you can do other than play the audio on your computer at the same time

edgy stratus
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ok thanks again man

edgy stratus
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ok i use the original audio now but what does the .wav audio output actually do? should it write some audio file somewhere with the audio generated in the engine?

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@tight stone

tight stone
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@edgy stratus There should be a .wav file in the folder adjacent to your output frames yes

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@edgy stratus It is not necessarily perfect so I would still suggest using the original audio clip instead of the one that has been played through Unreal and re-reocrded

edgy stratus
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@tight stone ok then thats ok since it may have glitches, though it may be the only solution when audio is generated in game. but actually i dont see a wav file exported somewhere

tight stone
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@edgy stratus Try changing your output directory, if it is a relative path try changing it to an absolute one. You can debug it by looking at the MoviePipelineWaveOutput.cpp code. Also look in the output log for any warnings

edgy stratus
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@tight stone i cant make it work. do you think its worth trying?

tight stone
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I don't have anything more to suggest than what I did above. Double check that you are using the audio mixer and -deterministicaudio (though I think you are based on the fact the stuff is more in sync). If you can figure out why it doesn't produce audio, please file a bug report so we can follow up on it and see if we can fix it

edgy stratus
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ok cool, thanks Matt

kind wedge
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Hi, there, guys
I'm wondering if there's a way to apply smooth mesh similar to the one we have in DCC packages to get more rounded polygon surface?

The reason for that is to import light-weight mid poly animated cache from DCC and then apply smooth tesselation before capturing the movie in UE

errant estuary
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you can add tesselation material

kind wedge
gusty heath
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Hey, how can I turn off the little pop up preview window for cameras?

edgy stratus
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@gusty heath in editor preferences, disable preview selected cameras

edgy stratus
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movie render queue is skipping some frames. why could that be? can i do something to fix it? for tests i prefer to use jpg sequence output, maybe thats the reason?

rustic flume
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What im looking for is this type of basic mesh smooth
@kind wedge
That's catmull Clark. It's a different operation/algorithm to tessellation. I dont think ue4 supports it. Though it is possible in realtime.

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Another thing is that the engine meshes are only triangles. So if you want good quad topo it must be done outside engine.

kind wedge
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@rustic flume yeah, you are totally right...pity

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@gusty heath go to editor settings, type in cam preview and uncheck preview option

tight stone
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@edgy stratus Is it only one frame at a time usually? There's an unfortunate race condition between garbage collection and the rendering thread... workaround in the mean time is to take uh...gc.TimeBetweenPurgingPendingKillObjects cvar and increase it to be longer in duration than your cinematic. I don't remember if the cvar is in seconds or ms, I think it's in seconds. It's probably set to around 30 by default, increase that to say 2 or 3 minutes (120-180). Add the "Console Variable" setting to the render queue and add that there and you won't have to run it each time the editor starts

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That is assuming your sequence is under 2-3 minutes timeline on Sequencer

edgy stratus
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@tight stone well its one frame missing every 2k frames, 5 frames missing in total in the 10k tests i do (approximate numbers) shall i go after the solution you propose or is this something else?

tight stone
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@edgy stratus Yeah sounds like the bug 😦

edgy stratus
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ok cool, thanks

tight stone
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If that doesn't work there might be another way to delay garbage collection, ping me on Monday to remind me and I'll find the code for you. Will probably require a few lines of C++ that you can put in a game plugin.

edgy stratus
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alright

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also, one more thing, i use shallow dof and i get this artefacts

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in front of the camera, these are some cube particles. and they appear like this, is there a setting to get higher quality dof render? its ok if it doesnt render fast

tight stone
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I suspect that happens in the viewport too? If so I can't help you there, more of a #graphics question probably.

edgy stratus
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yes its in the viewport as well. thanks @tight stone

modern sinew
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Hello, I'm new to this kind of stuff and wanted to ask if someone knows how to make a blink effect in a cinematic ( more like a wake up scene )

errant estuary
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fade track

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well think i fixed my own prob πŸ™‚

errant estuary
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no stil wont work

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if i change a value in the details panel it autokeys

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but it wont if i set it from a blueprint

errant estuary
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is there any way to key floats from blueprint?

tight stone
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You can enable the Sequencer Scripting plugin and use scripting to modify the underlying data, something like:
GetMovieScene() -> FindTrackByClass -> GetAllSections -> Cast -> AddKey/Delete Key/etc.

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Only works in the editor.

errant estuary
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damn thanks man πŸ™‚

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ill take a look

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i only need it in editor so thats fine

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im not so great at phyton tho

errant estuary
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what goes in the binding?

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my moviescene has 0 bindings

stray spear
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hello

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could i use a text on cinematic as for print character dialog. But without in runtime

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?

errant estuary
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yea, just add it as an actor to the sequence and make it visible when you want it?

stray spear
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even if i m not on runtime

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?

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because i don t succes show the widget when i m not in runtime, and when i only clic play here :

errant estuary
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not in runtime u mean in editor time?

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or ingame when the cinematic plays?

stray spear
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yes

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on a unreal video

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a playlist :

errant estuary
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thats really old πŸ˜›

stray spear
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he don't go on runtime

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ha oki πŸ˜…

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but i wonder if i must record in editor my cinematique

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and show it when i need it

errant estuary
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no

stray spear
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or if it s better to do a play of the sequencer during game

errant estuary
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just have it play

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record takes too much mb

stray spear
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in a package game you mean ?

errant estuary
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yea

stray spear
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oki

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i will try this so

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it so more easy beacause all in runtime work correctly ^^

errant estuary
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plz dont use 4.12 tutorials when it comes to sequencer πŸ˜›

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or anything else πŸ˜›

stray spear
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lol

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in fact, there are not a lot of ressource about sequencer i think

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i never use it, and it s a little difficult to begin

errant estuary
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yea that might be true, but 4.12 it was still in preview i think, much has changed

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stick to the documentation if there are no good vids is best i think

stray spear
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yes i saw a little

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thk for advice

tight stone
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@errant estuary If you have a Posessable or Spawnable actor in your Sequence there should be a binding, and then you can get tracks for the binding instead

errant estuary
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im finding binding now, it found 5 and there are 5 actors in that sequence

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they are all named the same

tight stone
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@errant estuary Can you rename them and just do it by name? I don't remember if you can get the object instance from the BP scripting, since at least with Spawnables, they don't exist if the sequence isn't being evaluated

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Oh I see, no don't break the sequencer binding proxy

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You should be able to plug the SequencerBindingProxy into other functions

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I don't have code infront of me but pull off the Array Element pin and look through the context-sensitive functions

errant estuary
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thanks i feel like im makin some progress here πŸ˜›

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only docs i found are the api πŸ˜›

tight stone
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@errant estuary You can look at the /Engine/Plugins/MovieScene/SequencerScripting/Content/Python/sequencer_examples.py

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They're in Python but they should translate across relatively straightforward to Blueprint, though you may need some additional casts in Blueprint compared to Python

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Not totally sure we have an example of doing just this but have a look around those functions

errant estuary
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ok wil do πŸ™‚

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i can prolly read phyton just fine, writing it not so much

errant estuary
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i can only see the cpps, got pyton editor script plugin enabled

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ahh i found it with google on github πŸ™‚

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UnrealEnginePython/blob/master/examples/sequencer_scripting.py

tight stone
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Hmmn... don't think that's the official one. The official one isn't on github because it's considered 'content' so it's downloaded with the Setup.bat. It probably isn't added to the visual studio project and you'll just need to go look on disk

errant estuary
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ahh thanks i found em, ill look at em tomorrow πŸ™‚

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thanks for the help πŸ™‚

opal sinew
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Does anyone know how to make a smooth blend transition in the cinematics as shown in the timestamp here? https://youtu.be/2xa_P1KrQvQ?t=7

This is a real time Architectural Visualization of a Loft Interior created in Unreal Engine 4.

Created by PIXELBRAVE.
http://pixelbrave.com/

Longing by Joakim Karud https://soundcloud.com/joakimkarud
Music provided by Audio Library https://youtu.be/wSL0sGLTgLQ

β–Ά Play video
tight stone
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The cross-fade between camera cuts is done in post with something like Adobe Premiere, it's pretty standard capability in video editing programs

opal sinew
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I see

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My small cinematic of an underwater wreckage

timid pasture
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realize I should have asked this here:

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Evening all. Can I add a level blueprint variable to the level sequence? I know this is super easy with actors since you just add them and grab the variable (check expose to cinematic). But i can't find how to add a variable from the level blueprint

tight stone
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@timid pasture No.

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@opal sinew You can use the curve editor to make the cameras move without the soft start/stop you have in each shot, it will help the motion feel a little more continuous

timid pasture
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Cool thank u Matt, good thing i just moved all that to an actor : ) What's the best way to get a reference to your level sequence in an actor? Is one get actor of class without a cast enough?

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it seems to be working though i'm getting some wierdness. Maybe it's not getting the sequencer view target properly yet

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(just one level sequence sequence actor in the level)

tight stone
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The view target will not be set in the Construction script no, it will be set the frame after you call Play()

timid pasture
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ya for sure, it's just that my camera track is quite slow and for some reason when i start sequence play through the actor, the track moves super fast and then just freaks out

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im sure im doing something dumb

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just got that reference from the construction script and

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in event graph

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for testing

opal sinew
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I'll look into it Matt

timid pasture
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ya auto play is the same so nothing to do with the lvl sequence reference in the actor

gusty heath
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hello guys

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I created cinematics for the level and i want to render it but when I click on render it doesn't render moving the camera, what to do?

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I made door animation
and I want to capture it
also I did change color of cube and I will want after this to can render it too but idk why it doesn't render it

crisp horizon
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Hey, I have problems rendering out a sequence.
It renders only the first 125 frames out, after that it only renders out the skybox and the floor.
Its a simple scene, just a character on a floor for testing. It has a bunch of 8k textures though, so I wonder if its a GPU ram issue?

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Nevermind, figured it out. Had to extend the camera cuts area...

tight stone
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@gusty heath Is your camera cut track pointed at the right camera? From the thumbnails it looks pretty static and I see you have two cameras in the sequence

quasi gull
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Anyone have experience Motion Builder FBX export into Houdini? Some reason geo and bones come in, animation is there in curves, but nothing animates when scrubbing....

split iris
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hey guys, Does any1 know after rendering a video in ue4, on the video file my foliage load in later as the scene goes.. How do i fix this issue?

tight stone
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@split iris Try adding per-shot warmup time in the settings dialog, or use the new Movie Render Queue feature

regal urchin
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Can you layer takes inside a sequencer layer or merge

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So I can do separate live link takes for each character, and then add them

regal urchin
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@tight stone

edgy stratus
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while rendering with movie render queue, remotely, in a separate process, i get this message: LogConsoleManager: Warning: Performance warning: Console object named 'r.DefaultFeature.AntiAliasing' shows many (500) FindConsoleObject() calls (consider caching e.g. using static) is this something to worry about?

tight stone
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Probably not - more important for realtime games. Can you submit a bug report with a verbal explanation of which settings you used and how long of a sequence caused that to show up though?

zealous cypress
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Hey guys, I'm trying to do some rendered cinematics out of sequencer. I'm also using composure for some composites with live action footage.

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I'm having an issue of when I render the cg element / character is rendering in the incorrect position from where I've lined it up in Sequencer

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It's like a whole different series of translations kick in the moment I hit render, and it's as though the physics engine fires up too cause my character will slowly drift down before snapping back up. It's all very confusing

edgy stratus
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@tight stone ok, i will try

warm pelican
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Hi! My particle system is not working when I play the level with sequencer or when I render the movie. In the viewport it works and is visible. What could be causing this?

edgy stratus
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@warm pelican particles worked for me while rendering. are you using niagara? in the emitter details, is "auto activate" checked? is maybe "actor hidden in game" checked?

quasi gull
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hey guys, so if i have a character animated from anim dept, so fbx mesh and bones etc... and i want to retime it over a range, like play normal rate, key it to play .35 speed for a while then ramp back up to normal rate... where would i do this? cant seem to in Sequencer (cant key the playback rate)....

south relic
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@quasi gull perhaps a custom time dilation on the actor would work

quasi gull
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Cant seem to apply a dilation to just actor

south relic
quasi gull
#

right, thats not in seq tho, and can i key it?

#

i need to animate it up and down

kind wedge
#

Hi, folks!
I'm struggling with importing abc cache files as animated skeletal meshes
The actual problem is: I can't manage the materials to auto-apply durign the import process. πŸ˜“

I got Write Face Sets enabled on export and Find Materials anabled on import.
I also tried to name materials with and without SG but it doesn't seem to help ither.

Can anyone please, tell me what am I missing or doing wrong?

regal urchin
#

Somehow i changed the anchor point of my camera while i was setting up a tracking shot, how do i adjust the anchor so i dont do it again?

unreal hatch
#

@kind wedge Not directly applying to your problem, but we usually do import our alembics through a python process and then apply the materials needed.

kind wedge
#

@unreal hatch Yeah, that is a bullet-proof solution for sure but for now im trying to get the default features working for me as currently I don't have any coders to help me out with the custom scripts

tight stone
#

@zealous cypress Yes, disable physics on your objects. Movie Renders are just PIE sessions, so the game is running.

zealous cypress
#

Thanks @tight stone ! Yeah there was still an active physics solver within my character blueprint. Managed to track it down, it was driving me absolutely spare.

fallen knot
#

So, I animate an object in a sequence, its keyframed, its in the sequence, and somehow.. despite being in the sequence with autokey, keyframes........

#

the object has moved.... outside of the sequence

#

and broken all other sequences

#

For the second time

#

Heed my warning, do not use the sequencer unless you absolutely have to. If you can animate something outside of UE4 and import, DO IT.

knotty iron
#

Hi everyone!

I tried importing an .abc file and cannot figure out why UE won't let me import it: The alembic is exported from Speedtree Cinema (screenshot attached). I already tried a variety of import settings in UE (screenshot attached), none of which worked for me. UE either crashes during the import (mostly around 10-15%) or upon playing the .abc in Simulate. I also tried adding a track for the Geo Cache and playing over sequencer, which resulted in a crash again.

Thank you for your help!

tight stone
#

@knotty iron Are you using raytracing?

knotty iron
#

Yes I am

knotty iron
#

4.25.1

tight stone
#

@knotty iron Try without it - pass "-noraytracing" as an argument to the editor or turn off raytracing in the project settings. If that still crashes then you should submit a bug report and attach that file and say it happens only with raytracing. I took a brief look at it, also crashed and the crash was in raytracing code

crisp bay
#

Yall are so advanced and i just started like a day ago 😭😭😭

#

Where did yall learn from

regal urchin
#

I am recording takes each take shows in the sequence while its recording then the sequece remains, but the take disapears, what is happening

#

ive been doing 4.24 everything was fine, 4.25 this is happening

regal urchin
#

@crisp bay go to unreal website and sign up for the video tutorials, all the intro stuff is really helpful

tight stone
#

@regal urchin Press the "Review Last Take" button in Take Recorder and then you can initialize a new take from that one if you want

crisp bay
#

@regal urchin lmao ok i wasnt rly sure where to start out and was looking on youtube and a ton of other sites

regal urchin
#

@tight stone i do that and i see it, but when i go to play it it disappears and becomes 1 frame

#

@crisp bay its just really good foundational stuff, then it goes too fast, the first 2 hours of the program are really helpful

#

then noodle around on youtube

#

basically until you get past the first blueprints page

tight stone
#

@regal urchin Try turning off timecode related options in the recording settings for actors

crisp bay
#

@regal urchin gotttt it tysm!

knotty iron
#

@tight stone Disabled ray tracing but getting crashes on launch/compiling shaders now, attaching screenshot here.

knotty iron
#

Here's another report where playing the .abc with raytracing turned off caused the crash on Simulate.

gusty heath
#

@gusty heath Is your camera cut track pointed at the right camera? From the thumbnails it looks pretty static and I see you have two cameras in the sequence
@tight stone idk tbh, I did render a video previous tear and I don't remember-lol

gusty heath
#

it is something really really weird

#

I have this for opening and closing door

#

now I touched something in the sequencer for the door and I added the camera cuts

#

and I added new camera

#

and now when I press R the camera switches and run the animation, hmmm

#

when I record the video it is on the other camera, it is mess

gusty heath
#

anyone?

#

really?

#

....

upbeat ridge
#

@gusty heath Make sure the Camera Icon is actually active on the Sequence and not on one of the Cameras inside the Sequence. The Render Movie Tool will render the currently active camera or sequence. That could be the reason why the sequence seems to play fine when using Blueprints but not when recording.

gusty heath
#

the icon should be orange? @upbeat ridge

#

Okay, I remved the second one camera and I locked it

upbeat ridge
#

Yah.. So The Camera Cuts Track is intended to Cut between different cameras. You can actually see which camera is used by this track in the timeline (preview image) where it says at the top left which camera is used. So if you got multiple cams you need to choose witch cam should be used for this part of the time line (right click -> Change Camera). You can create Camera Switches by Splitting the sequence and then changing the cameras of the different parts.
Now that the correct camera is visible in the Camera Cuts Preview, you should be able to Render the sequence Movie

gusty heath
#

yeah it rendered the door opening, I want to make after this animation the camera to move forward but I don't see the location to change?

#

hmmm

#

like for this:

upbeat ridge
#

Click + Track on the Camera to add a Transform Track

gusty heath
#

a okay πŸ˜„

upbeat ridge
gusty heath
#

yeah thank you, will check it ofc

#

little thing which is weird:

#

on 0:30 is little bit more zommed idk why 😦

#

you see?

upbeat ridge
#

hmm.. seems like in one screenshot it shows the editor camera and in the lower screenshot is shows the actual camera selected in the Sequencer (You can see it fits into the view / letterbox, but in the first Screen the entire view is covered).

gusty heath
#

how to see this?

#

I have camera actor and camera cuts-do I need both of them?

upbeat ridge
#

If you want to render it, just make sure it looks okay when you use the camera buttons inside the Timeline. It will display with the settings you setup in the Camera Actor

#

yes and no.. You could also work with a Shots track instead of the CameraCuts Track. But only the camera Track won't work afaik.

gusty heath
#

afaik?

#

huh?

muted lintel
#

there are new camera anim sequences that inherit from the new template sequences. Any way to let that animated camera take control of the player camera too? Because I can "play" the sequence and the camera spawns and gets animated but not used

upbeat ridge
#

afaik?
@gusty heath As far as I know (sorry for using the abbr. - Got used to it)

hollow yoke
#

Hey guys, brand new just learning some things playing with sequencer. Have a Countess that I'm applying an animation to. When I add it to her in the sequencer, the animation simply doesn't play on playback. What other info can I give?

#

The actor that I added to the scene was the Anim Blueprient as opposed to the player character asset

hollow yoke
#

I changed Animation Mode to Use Custom Mode and it's now playing animations.

muted lintel
#

hmm a sound cue played inside sequencer cuts off maybe a second before the end. How does that happen?

#

ok interesting, pitch is responsible. Didnt know it had that effect

muted moon
#

New to sequencer, curious if I can reference the actors sequencer is driving via the sequencer reference itself so I don't have to create another container for those objects being animated.

#

Oh think i found it

#

must be Get Sequence Binding

#

oh wait no

#

that just some sort of ref iD

tight stone
#

@muted moon If you're just trying to replace which actor a sequencer is animating, you can do that with GetObjectBindings/SetBinding, I am not sure if you can retrieve the actors the binding is animating, as they don't necessarily exist when called (ie: spawnables that are not spawned cannot be exposed to blueprints)

muted moon
#

@tight stone Yeah I saw the docs for replacing but I'm not trying to replace just trying to get a reference of them from the Animation. I can technically get the refs by other means but trying to make things neat by doing it all from the Animation sequence.

#

was going to make a custom function that does it but the have what I need in a protected method

#

Looks like I'd have to edit source to do what I want

#

GetObjectBindings has you put in an object and if it happens to be in the Sequencer then you can get the SquenceID for it

#

but if you just want to get a all objects used in a Sequence there doesn't seem to be a way without already knowing the object.

tight stone
#

"from the Animation", what is the animation in this context?

muted moon
#

yeah to be clear I just mean the sequencer

tight stone
#

@muted moon Yeah they're not exposed publicly because a Spawnable exists as a template in the sequence and not an actor and it is extremely easy to do the wrong thing ie: changing properties when it only exists as a template = bad time

muted moon
#

I mean... sure... but I can check if it is valid?

#

I get that it might not actually exist

#

I guess this is another one of those lets baby proof it things

#

Technically though there is the "Get Sequence Binding" node

#

It's already doing it

#

I just want that but to let me set dynamically the Sequence and to return an array of Objects or just their bindings

tight stone
#

Bindings and spawned things are a separate concept in Sequencer

#

The bindings exist as -effectively- plain old data, and the tracks you animate and key belong to the binding

#

The binding has a GUID which is looked up in another system to turn it into an actual actor instance

muted moon
#

Great

#

So all I want is an array of bindings for all objects in a sequencer

#

I want what Get Sequence Binding does but with a bit more flexability

tight stone
#

I'm not totally certain, but I think you want the IMovieScenePlayer::ResolveBoundObjects function

muted moon
#

but it is protected

#

It might be what I need not sure but looks like I'd have to edit engine to get what I want

#

as there is currently no native way for it

#

But I'm sure there is good reason for protecting these calls

#

I guess what I could do but which would be super silly is use the Get Object Bindings node and just loop through all the objects in the world lol

tight stone
#

@muted moon From C++, I think (but did not test) that you can do this:
ULevelSequencePlayer::GetSequence() (returns a UMovieSceneSequence)
UMovieSceneSequence::LocateBoundObjects(objectId, Context, OutObjects)
Context can be gotten via
ULevelSequencePlayer::GetPlaybackContext() iirc

#

And objectId is the binding id

muted moon
#

Actually what I said didn't stall things as badly as I thought it would

#

Worked πŸ€·β€β™‚οΈ

#

But I'll look into what you just posted as well

#

since that isn't ideal

#

@tight stone Can't seem to do #include "LevelSequencePlayer.h"

#

Do I need to add a module to access it?

tight stone
muted moon
#

ah ok

#

wait but I don't have the binding ID to leverage this

#

Isn't my issue getting the Binding ID's from the objects in the sequencer?

#

There is a BP node for getting the Objects from ID's but I don't know the ID's without doing what I did there to just iterate through all actors till I find them.

tight stone
#

@muted moon Pretty sure you've flipped, there's
A) nodes for finding out the Object Binding IDs. These are just reference IDs and not the objects.
B) The instances those point to. Which is what I thought you wanted to get.

muted moon
#

ah ok

#

that outputs the ObjectID

#

great

#

my bad

tight stone
#

The ResolveBoundObject function takes an ID, and outputs the actual instances

#

We support multi-binding, like one track in Sequencer assigned to several light actors to animate all of them, so that's why it returns an array

muted moon
#

crap I'm confusing myself with this lol

#

LocateBoundObjects needs an ObjectID and gives you an array of all bound objects

#

I don't have an ObjectID.

tight stone
#

You started with an object id... hang on, let me finish the code I am working on so the editor runs again

muted moon
#

lol

#

ok

#

But sadly no, I have no Object ID

#

Trying to pluck them from the Sequencer so I get the objects

tight stone
#

@muted moon Ah, I misunderstood the GetObjectBindings node. You'll need to copy/paste some functionality out of MovieSceneSequenceExtensions - there's a GetSpawnables/GetPossessable function which returns the object ids for all the spawnables/all the possessables in the sequence (or GetBindings if you don't care which type)

#

And then that gets plugged into ResolveBoundObject

#

The sequencer scripting stuff uses a FSequencerBindingProxy to wrap around the bindings... you might want to leave it all in C++ and just collapse it down to one function that takes a sequence and outputs the actor array

#

The stuff in MovieSceneSequenceExtensions is editor only (because it's designed for Python) but the code it uses is runtime too afaik

muted moon
#

Thanks I'll look into some more

stray spear
#

hello

#

it s possible to make AiMoveTo during a cinematic ?

tight stone
#

Use an Event Track. You won't be able to preview it in the editor.

stray spear
#

yes

#

but when i launch cinematic

#

it don t move

#

maybe i m wrong

#

but you confirm it s possible?

#

well, in fact the caracter seem to don t have controller ...

mint monolith
#

@stray spear Is it working in normal play in editor mode?

errant estuary
#

ok, so i can now add keyframes from an editor widget, i can see em pop in the sequencer timeline and they work,

#

but when i change focus they are still there but are not counted until i move the keyframe or restart the sequence

stray spear
#

@mint monolith @errant estuary hello

#

It s my fault

errant estuary
#

it usually is πŸ˜›

stray spear
#

Yes πŸ˜…

#

I made mistake on ai Moveto function

#

But now it s OK

#

I made an even on track

#

When event is fire the character move where I want

#

Thk you all

#

πŸ™‚

errant estuary
#

well dont think i said anything but np πŸ™‚

stray spear
#

Yes πŸ˜‹

#

I just see that

errant estuary
#

ok this shows my problem

#

on 0:27 i drag a editor widget slider , it puts the right arm controll rig to 1

#

it pops in a keyframe for the value and it works. i can drag the arm around

#

i let go of the arm or lose focus another way , the keyframe value is still at 1 but it doesnt count it as so

#

if i drag that keyframe or restart the seq it wil work like any other keyframe

#

and this is my node setup for the adding of a key

gusty heath
#

ok, no problem, sorry for the later responde @upbeat ridge

gusty heath
#

I need really really big help about the camera and rendering the video, I can't do it

#

so I have door animation and after this I added camera cuts and added the only camera that I have

#

then I added transform on the camera and moved it forward, then I save it and then I rendered it and then I got nothing, the person who can help me please tag me or write me in DM, I will be more than happy to help me

errant estuary
#

@gusty heath nothing?

#

how does your sequencer window look?

gusty heath
#

one moment

#

I want to make the moving the camera only for the video not for the game

#

@errant estuary

errant estuary
#

if u dont mind keyframe the camera again

gusty heath
#

huh?

#

I made keyframes for the camera to render the video

#

but why these frames are not in the video?

#

😦

#

I watched tutorials, read docs and nothing 😦

errant estuary
#

it renders nothing?

gusty heath
#

yep

#

o seconds

#

I can show you in dm if you want

errant estuary
#

i allways add camera with the button next to the save

#

it adds a shot track

gusty heath
#

the short track or cut track?

muted moon
#

@tight stone I enabled the plugin, GetBindings is exactly what I wanted

#

However, I'm now confused between what is a movie scene and a sequence?

#

I still need to get the sequence but movie scene doesn't seem to have that.

#

Actually the bindings I get from the movie scene doesn't seem to work with the type of bindings the sequence Get Bound Objects is expecting

errant estuary
#

i also dont know what the moviescene is for, i looked in the sequencer scripting examples they use it there , but i used get sequencer to get the bindings

#

movie scene doesnt have as much context sensitive stuff

muted moon
#

@errant estuary how so?

#

I'm trying to get bindings for all objects in a sequencer

errant estuary
#

there is a get bindings node that gets all of em right?

muted moon
#

For a movie scene sequence is that what you use?

#

Not for a Sequence Player

errant estuary
#

look a lil up it has a screen

#

ow no for a sequence

muted moon
#

But why use a Movie Scene Sequence?

#

Can you get a Sequencer Player ref from that?

#

Both seem to have limitations and don't work well together as far as I can tell

#

IDK why it isn't all just one thing

#

or at least mesh together

errant estuary
#

the screen i posted gets the binding of 1 actor and it works

muted moon
#

what screen?

errant estuary
#

if you do get bindings i think u get all of em

#

its a lil up in this chat

#

that screen gets a specific actor from the seq, gets the tracks it has, in my case float tracks 10 or something

#

they all have 1 section , than i get the type, its a float track so i selected that and casted to float track

#

and add a key

#

if you use get bindings instead of : binding by name u should get all actors in the sequence?

muted moon
#

Bindings alone don't get you the objects

errant estuary
#

the binding is the object right?

#

what do you want to do when u get the object?

#

also u can split that pin

muted moon
#

@errant estuary Notice how for Get object bindings you had to already provide the objects?

#

Also I don't have that node exactly as you have it

#

Custom code?

errant estuary
#

no i split the output pin

#

no custom nodes

muted moon
#

in any case you already have your object list

#

I want bindings to get objects

#

not objects to get bindings

errant estuary
#

what is the end goal when u get the objects?

#

you can allready fire off events and change variables on the bindings

muted moon
#

just to get them to reference them

#

I know I can get the objects by other means

#

but am hoping to use the Sequence as a container and not make another one

errant estuary
#

you can add an object tag and get all objects with tag?

muted moon
#

I know there are other ways but this would have made my code look cleanest

#

And I didn't think it would be this difficult to achieve

tight stone
#

@muted moon ULevelSequencePlayer owns a ULevelSequence which owns a MovieScene.

#

And yes, that's why I indicated you will need to copy paste the code, they're two different representations of object guids, so you will need to use the inner code that doesn't wrap it in the binding proxy type

rugged condor
#

I'm making my first cutscene

#

and i have a problem

#

How can i reference a player character in the sequencer if that character is spawned in the world only when player plays the game?

#

How can i use player character in sequencer cutscene if the character is not there when in editor?

#

Any ideas?

muted moon
#

@tight stone Ah ok

tight stone
#

@rugged condor Look up Dynamic Actor Rebinding for Sequencer

rugged condor
#

Thank you, will take a look at that

#

also another question, if i have enemy in cutscene and then after the cutscene ends i want this enemy to start moving from where cutscene ended, what is the best way to do it?

#

because at the moment my enemy after the sequence goes back to default spot in different location of the map

tight stone
#

@rugged condor You can use "Keep State" on the transform section (or track, can't remember which), but that can make previewing in the editor a little odd at times

rugged condor
#

Yeah that's the problem i have at the moment, i've selected keep state at the last animation that the actor is playing but he disappears at the end

tight stone
#

@rugged condor If you're using an animation where he walks out of his origin, then the problem is much more complicated

errant estuary
#

on 0:27 i drag a editor widget slider , it puts the right arm controll rig to 1
it pops in a keyframe for the value and it works. i can drag the arm around
i let go of the arm or lose focus another way , the keyframe value is still at 1 but it doesnt count it as so
if i drag that keyframe or restart the seq it wil work like any other keyframe

#

did u see that1? πŸ™‚

tight stone
#

Yes, I don't have an answer. Please file a bug report, as Control Rig is experimental.

errant estuary
#

ahh buts its not controll rigs its the float i think

tight stone
#

Attaching a project (with a specific control rig) that reproduces the problem will help significantly.

#

Also check your auto-key and your edits settings in the sequencer toolbar

errant estuary
#

i could test w/o the rig

#

ill do that first

#

ill drive a color or something

#

there are a few other things in control rig that produce unexpected results so it could be it

#

its not autokey, i key it from the editor widget

errant estuary
#

driving the intensity of a pointlight has the same thing

#

i can set the key and it wil stay there at the right value, but if i drag another object the keyframe i placed with the widget wil stil show in seq, with the right value. but the effect is gone, until i restart the seq or drag the widget keyframe a lil

#

i used VPeditortickable actor base and editor utility widget

#

looks like im missing somekind of asset save or construction scrip

errant estuary
#

ill set it up in a clean project later but i kinda expect the same result

#

mayB try another editor tick

#

hmm now it seems to work

#

and now it doesnt

#

and now it does, for reasons completely unknown to me for now πŸ˜›

errant estuary
#

it just looked like it was working cuz i turned autokey off, looks like i can freely move actors around that have nothing to do with seq and dont have a track

#

if i scrub the timeline or move an actor that gets keyed it ignores the keyframe until resart or if i move the key i placed with the widget

gusty heath
#

Hey guys, I"m trying to record Animations with a virtual Camera, using the Uremote app. However, when I start recording, a new sequencer is automatically being opened, causing it impossible to record the animations I made upfront. Does anyone know how to fix this? Or basically knows how to record into a sequencer that's already open?

errant estuary
#

you mean sequence recorder or take recorder?

gusty heath
#

I want to load the clips I recorded with the the take recorder directly into a level sequence

#

That way I could film a pre-made animation

#

I'm just getting started in Unreal, sorry if these questions are very noob

errant estuary
#

you open a new sequence and add the recorded animation into that

gusty heath
#

The moment I try, another Sequencer pops up

errant estuary
#

i havent used take recording a lot, just sequence recorder

gusty heath
#

ok

#

thank you anyway

tight stone
#

@gusty heath You should initialize Take Recorder from the sequence you want to record into

#

If you want to continually build ontop of it, review the last take after recording and then import it into take recorder

#

The idea is that you probably won't get your take perfect on the first try so you can record a bunch of takes and then assemble the best parts of different things

errant estuary
#

@tight stone

#

its not the rig or my animation blueprint from hell

#

send it to bug report?

tight stone
#

@errant estuary You're animating a custom float channel, how are you applying that to the light

errant estuary
tight stone
#

@errant estuary Try using the construction script as well, I'm not familiar with that tick method. You'll need to go into the class blueprint settings and enable "Run Construction Script in Sequencer", and go to your Sequencer toolbar and make sure it says run construction scripts

errant estuary
#

ok ill try that

#

its weird it doesnt seem to fire

#

ill try another actor bp

tight stone
#

That should work @errant estuary - hook up a print statement

errant estuary
#

yea it wont fire for some reason, only if i drag it

#

ow it does fire

errant estuary
#

it doesnt seems to set the light from construction script, the float value does make it trough

#

now it doesnt even show the change unless i move the keyframe

#

it adds the keyframe with the right float but doesnt show the light goin on, i have to move the keyframe for it to show

tight stone
#

@errant estuary Are you calling Modify on the section before you add a keyframe?

errant estuary
#

nope, should i?

tight stone
#

@errant estuary Yes, the clue about moving the key reminded me. If you don't call Modify it doesn't know the data has changed and so it doesn't rebuild the evaluation templates

errant estuary
#

scan modified asset files?

tight stone
#

Which will cause the UI and the evaluated data to come out of sync until a key is moved. Modify alone might not be enough - the C++ way of interacting is different than Blueprints/scripting

#

It's not totally supported yet (modifying the sequence while it's open), you might have to write a BP function to call the template rebuild thing too, but try the modify first

errant estuary
#

this node?

tight stone
#

Oh. No. I'm not even sure it's exposed to Blueprint Scripting tbh

errant estuary
#

what file is it in?

tight stone
errant estuary
#

i can do a lil c++, like comment out stuff and change true to false πŸ˜„

tight stone
#

It would just be called "Modify" most likely. You can make a blueprint library function that takes a UObject* and calls Modify() on it.

#

I think the new C++ class thing (or the new plugin thing) can help you make a Blueprint Library

errant estuary
#

ok link the docs

#

i doubt google wil help me a lot on new c++ class thing πŸ™‚

tight stone
#

You'll have to poke through the Plugin Manager's New Plugin (bottom right corner) or Content Browser +Content -> New C++ Class uis, I'm not at the editor sorry

errant estuary
#

ok thanks ill read up a bit than πŸ™‚

#

i went trough the plugin examples and allready noticed it was for building the seq from scratch or modifying it w/o opening it

tight stone
#

Yeah I don't think it's quite there for modifying it while it's open but I think you can make it happen with a little bit of C++ code

errant estuary
#

yea or dragging the keys around πŸ˜›

#

anyways thanks for the help ill take a look at it again later πŸ™‚

crystal tangle
#

why the cine camera goes back and forward while rotating around a tracked object?

#

ain between the transform keys

tight stone
#

Look at the curve editor

crystal tangle
#

yes but i can't find what is making this

#

everytime i put a new keyframe it tries to zoom to the target and get the new transform

#

gives me nausea

gusty heath
#

@tight stone Thank you. Can't try it out right now, but I'll make sure to do so anytime soon

crystal tangle
#

what should I check in the curve editor? why is the camera slightly zooming in and out in beetween each frame?

jaunty spire
#

Hello Friends! another friend of mine is having some issues with some basic sequencer stuff. For what ever reason their camera attaches to where the level sequence actor is in the world and not the camera associated with it. from what I can tell the cinematic plays because of it ends up reattaching to the player camera/control.

tight stone
#

@crystal tangle Look at the keyed values. You're likely ending up swinging between -180 and 180 so it travels a full 360 rotation between keys

crystal tangle
#

ok thanks gonna check now

#

I guess you are right but I have no clue how to redo the animation to fix this

sacred tide
#

anyone know how to replace a spawnable actor in a track with an actor you have in scene through blueprint?

#

i saw some docs and ealrier conversations about it but i'm having some issues getting the LevelSequenceActor to call SetBinding on. currently using LevelSequencePlaybackController. I can pretty easily call GetBindings(), and also LocateBoundObjects()

sacred tide
#

hah, scratch that, can solve this easily just by not marking the object as spawnable (i think)

errant estuary
#

@crystal tangle r click the transform track ( next to a keyframe) properties and quanternion interpolation

crystal tangle
#

thanks

clever roost
#

Im setting up a sequence for a kind of picture in picture view of the scene. Ive got it working where it will start from a trigger volume, and render an output into a texture target on my HUD.....but it also takes over the player camera while running the sequence. What am I missing to have the sequence playing without taking over player camera?

#

man I love getting right up to the answer before asking my question

#

Removed the CameraCuts track from my sequence and I get my desired result

#

I do seem to be adding and removing that cuts track every time....is there a way to disable it?

north ridge
#

Not sure if this is where I should post this, but does anyone know best practices around live streaming video in the engine? I know stream media source should be used, but what file format works for most platforms without having to use a third party plugin? Thanks in advance!

cursive parrot
#

Is there a way via sequencer, to add a track of the players character if you're using a player start to spawn them in? EDIT nevermind, I think I can pass in a reference to a cinematic event from the director class blueprint.

forest bay
#

Hi guys. Can somebody please tell me is there any way to make my camera transform consistent throughout cut without it slowing down? Like when I transform it from point A to point B, it starts off slow and slows down in the end, so is there any way to avoid it and to just make it with one speed at all times?

tight stone
#

@forest bay The curve editor can help, you'll need to convert to linear keys

forest bay
#

@tight stone thank you

vernal moth
#

Does anyone have a solid tutorial link to something that explains the UE4 to NukeX workflow?

#

I can't for the life of me figure out how to get an EXR pass output (AOV's work but they are always PNG's and I can't seem to change that unless I go EXR output, which doesn't let me have a Zpass)

#

I also have a ton of issues regarding color in the output, it's exposure is blown out in the render output where the preview window & game itself isn't

crystal tangle
signal temple
#

is it possible to do some type of smoothing to a transform track in a sequencer?

timid pasture
#

Hey all, what are my options for making 100% sure the one camera in my level and in the sequencer gets sets to the view? Recently i've been using set view target with blend, but it requires a player controller and right now i have multiple player controllers in the level which is confusing

tight stone
#

@timid pasture The camera cut track will control which camera is the view target while a sequence is active

timid pasture
#

Matt ya. I have a set view target with blend at begin play in the level blueprint. My team got used to having it there so that even if the sequence hasn't start playing when the map loads we always set view to that camera

#

once i put in an extra player controller or two, set view target became unreliable because of the indexing

#

So maybe my problem is that we just shouldn't use set camera to view target at all

#

But I need to make sure that when the level loads, the camera in sequencer is the active view, but i don't want to play the sequence

#

Do you think removing set viewtarget and then just playing and pausing the sequence in one frame at begin play should do the trick?

#

Ya i dunno why, but without Set View Target with Blend, i can't get the camera to be the active camera when the level loads

muted linden
#

I recorded a sequence with a virtual camera and am unable to view it while the game is playing. Is there a dumb-no-more spray that I can spray on myself?

#

The camera whose transform is sequenced is at the top, and the keyframes are shown on the bottom

tight stone
#

@muted linden Add a camera cut track that points to that camera

muted linden
tight stone
#

@timid pasture You can try play + pause on first frame, there might be a one frame delay though. You probably need to figure out what's calling the camera stuff in your game... there's an automated system built in for pawn posession -> looking for a camera within the target actor to take over so that things work by default

#

@muted linden are you trying to look through the camera in the editor view? Push the camera icon on the right side of Camera Cuts

muted linden
#

I am trying that to no avail. Is it OK that I am doing Play In Editor and have my game mode to VirtualCameraGameMode?

#

Oh, sorry, let me clarify

#

it works if I dont hit play πŸ™‚

#

Crap, need to clarify in two ways

#

It works if I dont hit Play In Editor

#

However, if the game is not running, the viewport will show the recorded transform of the cinecamera if I hit play in the sequencer

#

sorry for not being explicit

#

If I hit Play In Editor, the viewport no longer is locked to the camera's recorded transform

tight stone
#

Do you have anything in the level that tells it to play that sequence automatically?

muted linden
#

It looks like the virtual camera's record function created a sequence, however I don't see one in the world outliner

#

Okay, I've created a sequencer, placed it in the world, and enabled auto play. I then ran Play in Editor, recorded a sequence, verified the sequence by playing it while the game isn't running.

#

I'm failing at the last part, which is to view the recorded camera transform while the game is running

#

I think it is somehow working now

timid pasture
#

It's weird. I have no characters or pawns in the level with a camera. I only have one cine camera actor in the sequence

muted linden
#

investigating..

#

Okay, it works when changing Play in Editor to Selected Viewport. It isn't playing automatically, but beggers can't be choosers.

#

I switched from Unity to UE4 because Epic Games takes digital cinematography seriously, and I am now reaping the rewards. Thank you @tight stone!

tight stone
#

@muted linden That's the auto-bind-to-PIE behavior in Sequencer.

#

The vcam gamemode might be overriding the camera if you put it in the world, enabled autoplay and it still doesn't want to play

#

But if you're trying to play the sequence and record into it, maybe that's what you want.

turbid canyon
#

Im gonna make a camera controller for pilotting a virtual camera around for a vr scene (trailer), and for that i want to use either a ps3 controller or xbox controller. Which one would you guys recommend getting?
(reason i cant use the mouse and keyboard, is that i use that for a pc-player)

mint monolith
#

Also you should look into setting up a virtual camera rig, makes for great shots. You use your vive tracker or even controller, stream to a phone/tablet attached to it and can shoot shots in engine like it's a real camera. You'll generally get much better shots this way, especially since you mentioned before you are new to the cinematography side of things.

turbid canyon
#

@mint monolith yeah i thought about the virtual rig setup, which would probably be optimal, but at this time, i feel it's a bit late to start to experiment with that.

#

im getting an xbox controller and will see how that goes

crystal tangle
#

how can i record a physics simulation inside the sequencer?

#

i have a mesh falling and colliding

sacred tide
#

alright, it seems that I added the camera to the 'Sources' array, which tracked the camera, but didn't show up int he bindings?

muted linden
#

Anyone ever get No Signal on their iPad when using Virtual Camera? Rotation still is communicated but I am not seeing translation.

#

It worked yesterday and started happening today.

#

nvm, had to change game mode to VirtualCameraGameMode

muted linden
#

Is it possible to parent the transform of object Child to object Parent midway through a scene?

sacred tide
#

@tight stone
Is there a way to override a sequence binding from GetSequenceBinding() from a LevelSequence found at runtime? I've tried GetSpawnables() on a sequence to get the spawnable bindings to override, but that returns a SequencerBindingProxyStructure instead of a MovieSceneObjectBindingId. Ideally, I'd get the object binding id, and call AddBinding() on it, overriding the binding in the sequence with my current actor.

#

At the moment I'm using blueprint code, could swap to cpp if I needed to.

tight stone
#

@muted linden AttachToActor?
@sacred tide GetSpawnables is an editor-only function for scripting. I'm not entirely sure you can swap Spawnables - since they're supposed to spawn something and if you're trying to swap what template it spawns, I'm not sure that's possible. You might need to create dummy possessables, spawn your own dynamic instance and then use dynamic actor rebinding to swap those to your new inst

sacred tide
#

is there an easy way to just grab the spawned actor? i guess i could look through the scene itself for it, but I'm wondering if there's a more robust way to grab the actual spawned object from the sequence

muted linden
#

@tight stone is that a control within the sequencer or is that something I'd do programmatically through C++ or blueprints and coordinate it during runtime?

sacred tide
#

alternatively, i can switch it to a possessable and grab those bindings with GetPossessables()

muted linden
#

Another way of asking: Can I do AttachToActor with a keyframe?

tight stone
#

@muted linden Blueprints or C++. Or did you want to do it partway through a Sequencer animation, at which point you can play with attack tracks, but they need careful coordination with your Transform tracks to get them to do what you want.

#

You can either use AttachToActor with a keyframe (event track) or use the attach track

#

@sacred tide I don't think the spawned actor is exposed... we had a conversation about this in this channel within the last week if you look backwards.

muted linden
#

Partway through a sequencer animation. Looks like I'll check out attack tracks. Thank you tons for helping, and an extra thanks for hanging out in the discord to help out us lowly peons

sacred tide
#

gotcha. i'll take a look around. i'll probably just grab it from the scene itself, seems like the least convuluted way of grabbing that actor

split iris
#

@tight stone Do you have any idea why does the attached objects in Sequencer seems to be teleporting away from the object i attached to? Also I managed to attach my spotlight to the cine camera, but when I render it, it only records the camera movement, but no light.. :/ any idea?

tight stone
#

You should consider looking at the attach rules in the attach track and see my note that I just mentioned to hv about carefully coordinating the transform track with the attach track, and you should look for any warnings related to movability in PIE/Render as additional game logic runs when rendering that is not in the editor.

split iris
#

as long as I don't hit render button, it wont disappear, but when I rendered it, the light already gone in the rendered avi file, + its like 20 meters away from the camera I've attached to

tight stone
#

You should try playing the sequence in the game normally outside of rendering and debug the issue there

#

rendering is just a Play in Editor session

muted linden
#

When recording a vehicle actor's movements, I am running into two issues:

  • playing the sequence when the game isn't running results in the transform correctly updating, but the wheels don't move
  • playing the sequence when the game is running results in the wheels moving, but the transform doesn't update
    Does anyone have an idea as to what is happening?
muted linden
#

Interestingly enough, I had to uncheck Simulate Physics on the vehicle mesh in order to have both the animation + transform apply from the sequence to the running game

tight stone
#

Yes, otherwise the two systems fight each other

muted linden
#

I'm having difficulty finding online documentation regarding the Attach track -- I am looking to use that for parenting the transform of object A to object B midway through a sequence. Does anyone know where the online documentation for it is?

muted linden
#

I was able to get object A to attach to object B via an event trigger, however the transform's location of object A, no matter the location rule (keep world, keep local, snap to target) teleports object A way off in the distance instead of making object A move with object B

tight stone
#

You need to cut the transform track and change the values, transform tracks are always evaluated locally

#

So when you go from being attached to nothing (where 'local' = global coordinates), to attached to something, your local is now far off

pliant parcel
#

does anyone know what sort of codecs are supported by the WebMMedia player that you can select in FileMediaSource? I know it needs a .mkv file, but I cant find any info on the codecs itll accept, it gives me errors like these for anything I throw at it:

LogWebMMedia: Warning: File contains unsupported audio track 1: A_AAC```
pliant parcel
#

to answer my own question, it actually wants .webm, the error message saying it cant parse matroska file threw me off in the wrong direction

muted linden
#

You need to cut the transform track and change the values, transform tracks are always evaluated locally
@tight stone, thanks for the response! would I have to change the transform values by hand or is there a way to do this via a few button clicks?

#

@pliant parcel thanks for sharing the solution after you solved it!

tight stone
#

@muted linden Right click on the transform section and choose Edit -> Split

#

You still need to change the values by hand but this skips having to key it

muted linden
#

@tight stone thanks. Is it possible to have the attachtoactor event and rerecord the transform live? would the transform automatically parent?

tight stone
#

Attach tracks are already a bit finnicky, I'm not sure I'd want to do anything to complicate that

muted linden
#

thanks πŸ™‚

#

Sounds like I may need to place a visual marker in 3D space where camera A wants to transition to being parented, then record with camera B converging on that spot. Finally, switch between Camera A to Camera B in the sequencer. Not sure how I'd go about knowing what values to manually tweak Camera A's location to be.

#

Hmm, thinking more about it - I can't visualize the implementation of parenting a virtual camera to a moving object

#

Will look into it, thanks!

errant estuary
#

i couldnt get the uobject modify to work, also cant make ufunctions in sequencer to work cuz its not a uclass or something

#

also it wont include sequencer.h in other files to do a delegate

#

isnt there a reload all function somewhere i can spam?

errant estuary
#

move it into tick or timeline update or something

muted linden
#

I finally....I finally got it 😭

viral surge
#

Hello, i tried to use Sequencer to record my player character. However, there's something wrong that made my recorded actor goes rotated 90 deg. What's affecting the transform? i tried in clean project using standart ThirdPersonBP and everything goes well. Any suggestion?

winged thistle
errant estuary
#

@winged thistle looks decent, :11 i recognize a MP particle, bit of a dev thing mostly, the sword clang has a pop in it, u should blend between those anims

winged thistle
#

Thank you @errant estuary will see how to improve that.

#

Not too much of a designer of me πŸ˜›

errant estuary
#

in sequencer its pretty easy to blend em, gameplay wize it gets a bit more technical

winged thistle
#

Will try with seq

viral surge
#

Hello, i want to record my character inside sequencer. However, when i record it, my character goes to rotate 90 degre (facing the floor/landscape). It happen if i use my character skeletal mesh. I try to use other skeletal mesh and my sequencer recording goes well. Can anyone know what happen with my skeletal mesh?

errant estuary
#

only when u record, not when u play the sequence?

half axle
#

Is there a way to render from sequencer with the capture window not on full screen?

#

It's kind of strange because I was rendering my scene in 4k jpg output and It was working with no error... then, it started rendering with this full screen and ue4 crashes..

muted linden
#

Hey folks, I am having trouble having the sequencer record the emission of a particle system. I'd be super grateful for some insight into what I am doing wrong.

I begin with recording the possessed Pawn.

muted linden
#

Here is the sequence of events that transpire from player input to creation of particle emission

#

only the spawning of the emitter is not being recorded

#

I have verified with a print string that Event Hit is not being invoked in the recording's playback

clever roost
#

Ok well my previous problem was fixed up. Next question, does anybody know if they fixed up dynamic bindings to work from a dedicated server or if you still have to setup the bindings to work on both sides?

muted linden
#

Running into a perplexing jittering situation. There was no jitter whatsoever when recording. When viewing the sequence not from this camera's perspective, I don't notice any jittering with the APC. Interestingly enough, look at the trees from the camera -- the trees look stable, which implies the camera isn't jittering. This leaves me puzzled as to what is jittering. When recording, this is what I did:

  • started game with game mode virtualcameragamemode
  • put cinecameraactor, virtualcamera pawn, and all other virtual camera actors as child to the APC
  • tried recording both the virtual pawn and the cinecameraactor
gritty rain
#

Hello, good people.

#

My volumetric lights disappear when camera moves away. Is it possible to fix it?

muted linden
#

It seems to only happen upon playback in the sequencer

muted linden
#

Does the virtual camera not like to be manually parented to the transform of another object? I am observing the camera jittering when it is

mint monolith
#

Yeah it doesnt

#

Try to attach it in different ways

muted linden
#

@mint monolith thanks for the response. Do you know of other ways?

mint monolith
#

Have you tried using an attach track in sequencer?

#

You could also simplify things by copying the transforms onto just a camera actor

muted linden
#

I've tried using an attach track but didn't quite know what I was doing :p

#

couldn't get it to work

#

@mint monolith I'm walking up to a vehicle and midway through the sequence I become locked to it

#

the end scenes it is fixed to the vehicle the entire time

mint monolith
#

Right but you've recorded it into a sequence right?

muted linden
#

indeed

mint monolith
#

So you can change whatever you want now

muted linden
#

there are....there are so many keyframes

mint monolith
#

So I'm pretty sure the issue is the attachment doesn't get updated the same way every frame. I've had the same thing

#

Either figure out a way to update transforms properly: eg try things like setting frame delay to 1 or something

#

Or try attach it in different ways that sequencer likes

muted linden
#

try things like setting frame delay to 1 or something
where would I look to do this?

#

Or try attach it in different ways that sequencer likes
I'll see if I can think of some things πŸ™‚ Do you have any ideas?

#

Thanks a ton for the responses @mint monolith

mint monolith
#

When you click render down the bottom of the window there's a few delay options. You want the one that waits a bit of time between capturing each frame

#

The attach track in sequencer is a better way. You could also try adding the transform of the APC to camera instead of having it attached

muted linden
#

You could also try adding the transform of the APC to camera instead of having it attached
Would this allow for independent movement of the camera within local space of the APC?

#

aka the behavior exhibited in the video @mint monolith

#

can't find frame delay anywhere. saw a few threads on it but no one mentioned where the button is πŸ˜†

#

my attempts at using attach track makes the camera teleport kilometers away

mint monolith
#

frame delay is in the rendering window

#

You can set the attach to keep current location

#

alternatively set the transform to what it was before the attach

jagged raptor
#

Anyone able to tell me if they know of a universal 'Stop/close all media' node I can use ?
I have a tutorial which I have on a widget switcher, each slide in the tutorial has open/close media source but
I would really like a nice 'stop all' to go at the end to save my performance incase I am leaving anything running in the background without knowing...

dark smelt
#

Hey :)

I'm trying to understand "Warm Up Frame Count"s behavior in the Sequencer's Render Movie Settings.

Basically, I have an animation playing on a character that starts at the beginning on frame 0. If I leave "Warm Up Frame Count" at 0 and render out 100 frames, I see the animation play from the beginning, which is expected. However, when I set "Warm Up Frame Count" to 24 frames, and then press play, I don't see the first second of the animation. I still get my 100 frames, but I don't see the animation starting from the beginning. Instead, on frame 0, I see that the animation start has already been playing for 24 frames.

If I leave Warm Up Frame Count at 0, I see the fur settling. If I set it to 24 frames, I don't see the fur settling, but I also don't see 24 frames of my animation.

Is this a bug or is "Warm Up Frame Count" supposed to work this way? It just seems like it cuts away however many frames you specify and starts your renders from that point on. I guess I expected the warm up period to be BEFORE any of the animations start playing, but it seems like it's AFTER.

Can anyone shed any light on this?

torn bloom
#

pls help my camera in game only goes left and right not up and down and my character wont walk straight

muted linden
#

@mint monolith I can't find the rendering window πŸ˜†

tight stone
#

@dark smelt The warm up stuff is pretty picky, and I think the behavior changes if you are using shot tracks or not... the new Movie Render Queue simplifies it down so that it Just Works ℒ️ now

brazen geode
#

I'm learning about triggering Blueprints in the level from an event track in Sequencer, and it seems that "Call in Editor" must be turned on in order to view these events in Sequencer, otherwise they don't fire. Can someone explain why this is, or perhaps point me to an alternative if I'm doing something wrong?

#

I'm working on a music video project that's all done in Sequencer. I'm adding audio visualization functionality to the video, and I want my teammates to be able to see what it will look like when they play in Sequencer instead of having to render it out every time. It seems I could just set Call In Editor on every event, but I'm hesitant because 1) it's not on by default, and 2) it's got a long, all caps "BEWARE" warning about how using it may save changes to levels or assets.

mint monolith
#

When you playback in editor your blueprints aren't ticking etc. they aren't really active it seems.

#

You can click playineditor/simulate and then playing the sequence should work ok.

#

I think that BEWARE warning is mostly talking about changes that would usually reset if you were in PIE mode. Maybe things like moving a box 10 units in X. If you call that in editor its going to change the position of the box permanently but in game it would reset it at the end of play

muted linden
#

Does anyone know where I can find the "rendering" window?

mint monolith
muted linden
#

thanks @mint monolith!

#

bummer, looks like jittering still happens when I set a frame delay to .1s

#

using the attach track makes the camera teleport kilometers away

#

I'm probably just not using the track correctly

mint monolith
#

Damn

#

When using the attach track

muted linden
#

appreciate the help though : D

mint monolith
#

It sets the new attached object as the transform origin

#

So instead of being 10,000 units in x in worldspace it is now 10,000 units in x from the parent object

muted linden
#

ah hah, confirmed!

#

is there a way to automatically recalculate so it keeps its initial location in world space?

mint monolith
#

You can go add attach track then before clicking there should be options at the bottom you can click like Keep current location

#

I dont have unreal open right now to chec

muted linden
#

Can I add this after recording a virtual camera's position or do I have to do it before recording?

mint monolith
#

I believe you should be able to do it after

#

If its not working doing the above you might have to make a 2nd transform track, right click it and click set as current

#

(new transform should be set to additive)

muted linden
#

Keep World?

mint monolith
#

No, if you delete the attach track

#

then go to add a new one

#

the drop down should show some attach options

muted linden
#

I'll try and take a short screen cap of what I see, I don't see that

mint monolith
#

What version are you using?

muted linden
#

4.24

#

couple minutes, throwing screen cap into adobe media encoder to reduce filesize of the 30 second video from 3 terabytes to 4 megs

mint monolith
#

These are the options

muted linden
#

!! thank you

mint monolith
#

It's a little unintuitive

muted linden
#

trying it out now

mint monolith
#

You have to select preserve current

#

And then remake the attach

#

Hmmm so wait you have both actors in the same blueprint?

muted linden
#

blueprint or sequence?

mint monolith
#

Looks like your virtual camera blueprint has the vehicle mesh in there too?

muted linden
#

Oh, let me check

#

I might have done so to try and hardcode the parenting

mint monolith
#

Ah ok, if it was the issue I was thinking of that should have helped I would have thought

#

You could try make a sequence and "Copy" all the actors out so they arent in subscenes, not sure if subscenes would cause weird attach updates but its possible

muted linden
#

Its movement seems linked, but it goes off in another direction

#

I think it might be because of...

#

one sec, gonna take a minute to write up all the steps and mistakes in my life that lead up to this

mint monolith
#

Haha

#

I think the problem is you have it attached twice maybe?

muted linden
#

yes

#

clever clever

#

after some time of experimenting with this parenting issue, this is what I found to work (but it has jittering)

  • Create empty game actor Hitch
  • Start a PIE session. Move the newly spawned VirtualCameraPawn to be parented under Hitch
  • Have an event track reparent Hitch to the Truck. VirtualCameraPawn's parenting thus never changes
#

As I am writing this, I recall that I didn't use that procedure for the scene that I showed

#

but I used that procedure for a previous scene involving a truck stopping and moving again

#

I might just have to re-record the scene I just showed

mint monolith
#

Hmm so you shouldnt really need to rerecord

muted linden
#

So the attach track seems to be a retroactive track -- I record something and then add the track. Is it possible to have it at the start of recording with a virtual camera?

mint monolith
#

What you are trying to do isn't super complicated if you break it down

#

You want the transform of the truck added to the transform of the camera

muted linden
#

indeed

mint monolith
#

You could actually replace the camera with a brand new plain old camera if you wanted

#

And the truck could be a plain old sphere with the transforms copied on

#

Theoretically parenting the plain camera to the sphere should work fine and give the intended result, if it doesnt work it might make it easier to find problems

#

You could ignore parenting all together and try something like a second transform track on the plain camera and copy the keyframes from the truck there

muted linden
#

Will that method result in a fixed camera that can't change rotation/position as I am doing with a virtual camera?

mint monolith
#

So you've recorded camera movement in a virtual camera

#

This would take that recorded movement and use that

#

You would just use it to render out again

#

What are you trying to accomplish?

muted linden
#

sounds like what you're saying is what I'm trying to accomplish

#

What are you trying to accomplish?
Move my camera with the virtual camera while it is attached to a moving object without the object jittering

mint monolith
#

It would just be a cheat to render it out without the jitter

muted linden
#

jittering is present in first and last scene

mint monolith
#

How did you render this out?

muted linden
#

run Play -> Selected Viewport

#

open up the sequencer, play the sequence

#

record w/ geforce experience

mint monolith
#

gross

#

haha

muted linden
#

crop out the rest of the editor

#

lmao

mint monolith
#

And you tried rendering out using the rendering window right?

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Did you render out an image sequence or a video?

muted linden
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I tried the rendering window earlier today as per your instructions, and concluded that it produced the same jittering from looking at the preview window

mint monolith
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Video or image sequence?

muted linden
mint monolith
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Render an image sequence as .pngs

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Try without frame delay and then with frame delay

muted linden
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is the Move Render Preview window a reliable indicator?

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or should I only be looking at the finished result?

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Jittering is in the preview window

mint monolith
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Look at the finished result

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You will need to put the image sequence together in a program

muted linden
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yeah, might need to dust off ffmpeg

mint monolith
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The way you've been doing it compresses it heaps and forces it to realtime

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yeah ffmpeg is great

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Rendering as a video can cause stuttering but usually its the whole video not elements of it

muted linden
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used it all the time on *nix -- I still haven't taken the time to not be scared of window's cli

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wow, I got lucky with adobe media encoder

mint monolith
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Yeah it was a great tool where I used to work but our programmers made a nice front end

muted linden
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awesome

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does that mean they made a wrapper around ffmpeg for your other services to hit?

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jittering still exists

mint monolith
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Yeah + a bunch of automation

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lame

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Last thing I'd recommend trying

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Duplicate the sequence

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To save a backup

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Then open it and simplify the curves so there isn't so many keyframes

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The APC transforms that is

muted linden
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is there a tool to help simplify the curves of the many, many keyframes that exist?

mint monolith
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Top right should work but i dont have much experience with it

muted linden
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gotchya, will give it a shot

mint monolith
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Even test on 2 keyframes as the parent and see...

muted linden
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Do you know if there is a "correct" way that I should be parenting the virtual camera to an object?

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I wonder if the way I am doing it is just bad

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IIRC I would spawn an instance of VirtualCameraPawn at runtime, and then manually drag it under the parent-to-be (congratulations!!) in the world outliner and then hit record

mint monolith
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I honestly wouldnt have done it how you did it since its quite complicated

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I would have just done a virtual camera on a stationary truck

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Then parented it afterwards

muted linden
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Good to know

mint monolith
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I think the only wrong way it the world outliner way as I remember having similar issues with it before

muted linden
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Oh, perhaps my way of recording was faulty -- instead of pressing the record button on the ipad, I right clicked the VirtualCameraPawn and hit record to sequence

mint monolith
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Hmm i'd be surprised. Maybe you are right about it being an issue at recording time and the jerkiness is baked in. I'd imagine you'd be able to see it in the keyframes though?

muted linden
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perhaps, I'll look into it

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thank you so much for taking time out of your day to chat and help

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I don't know what time it is for you, but for me it is the morning which is the most inspired/productive time for me -- so if you gave up your morning I give you extra thanks!

mint monolith
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Simplist way to test might be replace APC keys with just 2 far apart and see if it jitters

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No worries, it's 1:30am haha. Best of luck with it and please share when it's ready. Looking great already

muted linden
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Thanks a ton πŸ˜„

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haha holy shit, it is totally jittering with 2 keyframes

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It might be with the camera's transform, checking

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as soon as the camera starts translating, the apc starts jerking

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Reduced the keyframes for the camera and the apc, still jerkiness

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this is wild

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I wonder if it has to do with the recorded animation of the vehicle rig

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simulate physics is turned off

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nope, removed the animation and it still happens

mint monolith
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Ohhhh it could be trying to simulate physics while also trying to copy transforms

muted linden
mint monolith
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Try copying the transforms etc. To a plain skeletal mesh of the vehicle

muted linden
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happens both in runtime and not in runtime

mint monolith
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Hmmm

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If it's doing that on only 2 keyframes then it must be something to do with the attachment not updating properly each frame

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Try a plain camera with no animation parented to the apc

muted linden
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oh, to clarify - there is no attach track right now

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sure thing

mint monolith
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Ummmm

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If there's no attach track then it shouldn't be attached.

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So unattach it in World editor etc. Or whatever is keeping it together

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You want your only attachment to be that track

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I gotta crash, best of luck

muted linden
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have a good sleep!!

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APC is not jerking when I am flying beside it in the editor's controllable camera

muted linden
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Looks like the virtualcamerapawn is experiencing jerkiness every time I parent it to a moving object

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the jerkiness does not happen during recording -- it presents itself upon playing back the recorded sequence

shadow frost
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Hi! Im rendering a movie and while I see the sun disk with convolve bloom in the viewport, it’s missing in the movie output by the sequencer. Any ideas?thanks!

shadow frost
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Crash and restart did it πŸ˜‚

muted linden
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Recording an actor is appearing to not record its child actors. Is this by design or am I doing something wrong?

muted linden
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is it possible to use virtual camera and record to an existing camera? I am trying to add a spring arm to the virtual camera for debugging purposes

flint maple
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Hello, any advice on switching player camera angle when in game?

stark ermine
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im trying to get the virtual camera plugin to work, the camera keeps shifting, switching and the environment keeps sliding everytime i connect to the ipad pro and start to look around ... ive tried with and without wifi and set everything correctly including the ipad 11 pro resolution in UE....anyone else have same issue?..this is in 4.25.1

trim herald
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Hey is there an event that is called when cinematic vars are updated/changed be a sequence?

muted linden
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Is it possible to use an existing camera when choosing to record with the virtual camera? I need to attach a spring arm between an actor and my virtual camera

muted linden
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The virtual camera pawn jitters when attached to a moving object. Is this because of some tick discrepency?

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Tested it out on a moving primitive object - no physics whatsoever

fallen knot
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I'm getting an issue where 3 objects vanish, in a certain distance, and then reappear

fallen knot
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Of course its the DOF

muted linden
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Looks like the speed of particles aren't synced to the rendered movie -- each frame takes a bit longer to process when rendering a movie, but the particle will still play out at a higher framerate. Does anyone know what I am doing wrong?

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may have been because I had Delay Ever Frame be > 0

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that was indeed the case

shadow portal
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Hey! When I make my character walk in the sequencer, on a small distance, the animation plays faster than the character moves. Is there any way to calculate the speed for the animation? Or anything I can do to sync the animation with the transform?

arctic moat
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Hi, I made a project with the First Person Shooter blueprint by accident when I wanted to make a cinematic flythrough. I've got everything working except the flythrough is interrupted a few seconds in by it returning to gameplay!
In the sequencer, the end frame is in the correct place. I just don't know what's causing it to return to gameplay

gusty heath
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Hello everyone, I just imported an FBX object which I generated in C4D. My plan is to texture it in Unreal. However, when I want to apply textures, it is really hard to align them correctly because something weird is happening to my mesh: https://i.imgur.com/BzVuWxj.jpg Does anyone know how to avoid this? I'm new to this stuff so the answer could be very simple..

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Sorry, wrong chat

gloomy garnet
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Hello All. . . . So, I am using game engine levels in 4.24, to output Raytraced Cinematics. Are there any automated 'instances' or LOD's that ray tracing does not 'play' well with? Or is there any settings I'll need to adjust? I have a level that when ray trace is on, it crashes due to an 'InstancedSetActor', that reveals geo details as the CineCam animates within proximity to area.

muted linden
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Looks like the animation that is generated from recording a skeletal mesh to the sequencer also applies the x, y, z offset from world origin to the root motion's local position as opposed to having the skeletal mesh start at local 0,0,0. Does anyone know what is happening?

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example: humanoid is at world pos 100, 0, 0. Record the human doing anything. Playing the recording now puts the skeletal mesh of the humanoid at 200, 0, 0 -- the skeletal mesh is offset by 100 from its relative position.

brazen vortex
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hello, having an issue with the sequencer

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I cannot create keyframes and I cannot find out where a manual keyframe button is

quasi frigate
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Hi

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Hey guys I had a doubt about live compositing on ue4

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I used a plane in the real world for the character that will stand in front of the camera

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The plane has video streaming in

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From the camera

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And I used a vive tracker for the virtual camera and real camera facing the green screen

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Is this an ideal setup ?

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I don't know πŸ˜•

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I don't think I can use the available live compositing plugin coz they want to ship it as a product

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Can anyone please help me πŸ˜–

trim herald
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Is it possible to run a high quality media export from the commandline?

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Ive got it working in python but it doesn't seem ideal for out-of-editor automation of the process

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is there a commandlet for the movie render pipeline I can make use of?

muted linden
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So now the sequencer isn't updating an actors transform via the keyframes during play -- only during editor. It does update if I try to manually change the translation - then it snaps to its designated keyframe. Thats where I'm at in life now. Does anyone know where I went wrong?

brazen geode
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I have a blueprint class with an audio component and it runs stuff on Begin Play and Audio Playback Percent events. How can I run all of that in Sequencer and be able to see it when I play/scrub through the sequence?

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I created a spawnable for the blueprint and looked into event tracks, but Begin Play and Audio Playback Percent aren't available as bindings. I basically just want the blueprint to run the same way it would in PIE, but have it show when I play/scrub in Sequencer.

muted linden
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This behaviour only surfaced a couple hours ago. Now this is what I'm spending all day debugging 😭

lavish dock
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I tried using the Movie Render Queue but it does not seem to take into account Time Dilation or Time Scale for sequences or shots, respectively. I love the image quality I'm getting from the High Quality Media Export workflow, but I have some sequences that depend on time manipulation, so I'm bummed to have to fall back to the Sequencer's Render Movie option instead.

Is there something I'm missing? If not, will this feature be integrated into the High Quality Media Export workflow in the future?

twilit veldt
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Hi, I downloaded the Automotive Beach scene from the marketplace but the reflections seem really pixelate and bad quality. How do I fix them? Please help

timid pasture
#

Afternoon all, could anyone help me understand something about Sequence Recorder. I'm trying to record an actor (and all the component) transforms. When I add the actor and record, it does this perfectly as a new sequence, but my question is:

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Can I record into an existing sequence? (in this case, my master sequence)

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I notice there is a "create new sequence" checkbox in the recorder, but i can't tell what that does when it is off

regal urchin
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@timid pasture you can’t, you need to add a subsequence to your level sequence then you can add that recoding into your sequence like a video clip

gloomy garnet
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Hello All. I am doing a Ray Traced cinematic with various assets and props in anim Cam. In the Cam view port, I can see all my assets cast shadows from the SkyLight, Sun and movable lights in sequencer. When I output my cinematic, any characters or assets that are 'instanced' do not cast shadows. - If anyone can point me in a good direction, I'd be most grateful ! πŸ€™ 😎

regal urchin
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@gloomy garnet I’m not sure but I don’t know that raytracing your cinematic is the best course of action. Raytracing is more for live motion like in a game. I am doing cinematic as, baking in the lighting w raytracing baked in, then rendering that into a movie.

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Either way you may want to make sure you’ve rendered whatever lighting needs to be rendered before you export

gloomy garnet
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@regal urchin - Thanks much for the info. I am still understanding all the ins and outs of ray tracing in UE. When you bake the RT lighting, is that just doing a build? Or, is that what 'path tracing' is used for?

paper atlas
#

Hi UE4 Wizards. Why went I render with MOVIE RENDER QUEUE my renders are soft with some type of shallow depth of field? I am using: | Anti-aliasing Spatial 20 | Temporal 3 | Override AA

dapper island
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Hi, is it possible to output Z-Depth using the High Quality Media Export?

regal urchin
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@gloomy garnet I am just figuring it’s out as well but yes it’s just doing a build and applying it. You can adjust how far the light travels, how many times it bounces per light.

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I think the default is 1

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@paper atlas check the aperture of your camera