#cinematics

1 messages · Page 22 of 1

patent scaffold
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those things are like 3000 dollars

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I moreso mean tools from the UE4 marketplace.

quick portal
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Replace it with the same mesh but without any AI.

sour wagon
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are there any "guidelines" or settings for a basic manual exposure setup? not sure if my sun is way too low... but everything is alomost black when using manual exposure...

patent scaffold
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this is just general How To Operate 101 stuff tho, so it might not address your issue.

sour wagon
patent scaffold
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oh, then that is certainly not what that video is going over. it's largely just telling you why it's autoexposuring and how to control it when you're laying out your inital lighting so exposure doesn't mess with things, no tinkering.

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no idea on that one sadly, still learning this stuff

hot sun
fickle sonnet
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you ran out of vram

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downscale textures or get a better gpu

fresh crystal
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Is there a way for sequencer to not "duplicate" assets in a level when playing it?

crude spade
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Hey ya'll! Is it possible within a compiled Unreal app, to create a cinematic with movie render que and save the result to disk / export?

quick portal
sour wagon
granite zenith
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How to disable game setting in render

quick portal
quick portal
granite zenith
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i don't know how to remove it

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without game settings

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and here is the game on

hot sun
# sour wagon <@!245434320519430145> thought so too, but I found out that there are actually t...

I'd like to learn more about this.

In this video:

https://www.youtube.com/watch?v=Q1xi8NwpIqA

They talk about using the Aperture setting in a post-process volume (and no camera) to change the exposure of a game scene.

On this page:

https://docs.unrealengine.com/en-US/RenderingAndGraphics/PostProcessEffects/DepthOfField/CinematicDOFMethods/index.html

Dealing with Cinematic DOF, the Unreal docs say:

Normally when you would adjust the Aperture settings of a real camera, you'd have to also adjust the Exposure settings at the same time to maintain same light intensity received by the filmback/image sensor. However, in UE4, this is not a real camera, so adjusting the F-stop and Diaphragm does not control the light intensity.

The Current Aperture variable is listed, but it doesn't mention controlling the exposure:

Current Aperture

Sets the current aperture size based on an f-stop number. Note that this setting only accepts values that are within the Min FStop and Max FStop range.

Can you show me an example of the Current Aperture setting of a CinemaCameraActor altering the exposure of the scene?

Thanks.

In this Unreal Tips and Tricks video, we dive into Unreal Engine's exposure controls and look at how their settings can be adjusted to mimic those of real-world cameras. Learn how to tweak advanced settings for greater control, how to adjust the range of luminosity, and which values reproduce interior home, office, or exterior sunny day exposure...

▶ Play video

The following depth of field methods provides a cinematic look that closely resembles photography and film for desktop and console platforms using the Deferred rendering path.

quick portal
granite zenith
quick portal
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Nope. Never had that kind of problem with both methods.

quick portal
granite zenith
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finite bounds ?

quick portal
granite zenith
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yes

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i need to keep the EV100 at 1

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but how

quick portal
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Okay, in either your cine camera or post FX volume, set the exposure's metering mode to Manual, and adjust the exposure with the ISO value.

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Setting the metering mode to Manual will make the exposure dependant on the ISO value (and maybe other values that Mike talked about #cinematics message)

brazen geode
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Does anyone have experience with using Niagara-driven audio visualizers in a sequence and rendering it out? I've got a sequence that looks great in engine, but in the rendered video, the audio vis is always running at a different tick rate so it appears out of sync with the audio.

brazen geode
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I ended up figuring this out with a lot of trial and error. Basically: to get a 24fps render with the Niagara audio vis properly synced, I needed to set the sequence to 60fps in Unreal, export with Movie Render Queue in .mxf format, and set the fps to 24 in my video editor before the final render from there.

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Every other method I tried ended up with visuals that were out of sync in the render. Phew! I might have to write a blog post about this.

hot sun
distant mauve
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Hey, I received a reply on the Adobe forums, there is a built in setting for it after all, under preferences > media. I knew adobe had to have a solution for this. cheers

barren lagoon
brazen geode
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I've done audio vis on previous projects, but it was baked analysis with Synesethesia. That's easier to get a consistent result because you can feed the sequence time into the ConstantQ function, and that keeps them synced up.

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I haven't found a way to do the same with the Niagara audio spectrum interface.

hot sun
brazen geode
chrome reef
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does anyone know how to convert a mesh that has a "spawned" checkbox animation track and convert it to a persistent mesh in a level? I've tried deleting the track but the mesh just dissapears

chrome reef
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fixed my issue, right click the object in the sequencer and convert to possessable, command makes no F'n sense but thats the fix!

rich bough
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Hi all, is it possible to bake a rigid body simulation to keyframes in UE4?

near patio
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The culprit seems to be 'Cinematic Mode' checked on, but surely I would want that on to keep the settings? or is this not how it works?

lime spindle
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Adding more than one media track to a sequence completely kills the performance. Does anyone know what might be the issue? (Using 4.26.2)

scenic orchid
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Hey, don't know if this is the right place but - none of my Quixel surfaces are having any sort of displacement or tessellation at all. I've enabled Displacement in the mixer settings before importing my surfaces and I'm using the most up to date clients for bridge and UE4, yet I'm getting no displacement at all.

median hazel
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could anyone tell me why my level sequencer is rendering out old/non existent cameras that are no longer in the camera cut please?

hot sun
median hazel
distant mauve
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is it possible to lock a keyframe in sequencer? when I need to adjust some camera keyframes or add some in between, I find I have to right click > select all keyframes > then press 4 then 1 to reset the auto cubic curves so they arent all over the place. But I lose my const keyframes I've set. Is this what everyone else does to fix bad curves?

inland holly
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Hi all, when exporting a FBX camera from Maya 2019 to UE 4.26.2, I find that the aspect ratio does not match once in Unreal.
I managed to make it match by setting Unreal camera's film back to 16:9 DSLR, but that messes up the height value of the sensor in Unreal, and I can't think this could be an acceptable workflow in VFX, despite the result being visually functional.
Have you encountered this before? Any pointers?

languid bramble
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Hello, hope you are all doing well. I was wondering if someone could help me out with exporting virtual camera sequences.

Sometime ago I recorded some sequences with virtual camera through unreal remote 2. This was with the old virtual camera system and I have a lot of recordings saved up.

However, after going back into the project and trying to export them out, it just shows as an empty camera in the render window.

Right before I click render, the camera sequence/subscene plays through in my main sequence fine, but after I try to export, the render window shows camera misplaced with no movement and without proper FOV. Then the viewport also shows misplaced camera. After I cancel the render out, then the main sequence also shows the camera sequence/subscene showing wrong.

If I close the main sequence with the characters animation and then open it again, then the camera looks proper again.

Any ideas what is causing this?

Only one camera sequence I have found manages to export properly. I have tried to go into the camera sequence recording from the virtual camera recording and replacing subscene sequences with others but it’s still weird.

Also, when I start to render out the video and the camera gets misplaced, I also notice that a camera and a few objects get created on the right panel and the text is highlighted yellow, like cinecamera. After the render finishes or if I cancel out the render, then those objects disappear.

I get the impression it’s making some fake cameras related to the original virtual camera recording and that is what is causing this but don’t now how to resolve it.

Does anyone have any tips regarding this?

Also, with the new virtual camera 2.0 and vcam 2 UI, I can record and export with no issue.

But all those other recordings I did previously seem lost, except for one camera recording, might be a few more, but most don’t work when I export them. I have had a lot of recordings so would be shame to lose them all.

Using 4.26.2

scenic orchid
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Does anyone know why my displacment is causing these weird artifacts on my terrain..?

hot sun
fickle sonnet
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Anyone know why particles don't show up when I render in movie render queue?

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nvm just needed warm up

languid bramble
languid bramble
# hot sun The appearing and disappearing cameras can sometime be the result of using defau...

Hey Mike, I just noticed that with other subscenes this isn’t quite working as well as in others.

I have renamed all the cameras that appear on the world outliner panel and that worked with some shots I could not render before, but now I notice that some other shots once I start rendering out, it automatically recreates this default camera with a number on it like CineCamera47 and this stays on the world outliner list.

I keep renaming the new cameras it keeps creating but it doesn’t seem to do much with these subscenes. Is there any way of stopping the system from creating these new cameras?

Edit: On these subscenes, the camera position is at the right place but the focal length, aspect ratio and such is not the proper one.

hot sun
silver saddle
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how do I set the rotation direction in a sequence? it's doing the shortest path but I want the longest

brazen geode
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When using Movie Render Queue, how do you stop a render prematurely?

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I tried closing the render preview, but the editor is still locked up as if it's still rendering.

hot sun
hot sun
silver saddle
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wonder if there's an euler unwinder filter or something though

tropic ingot
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Hello, guys and girls! I hope somebody can help me as I spent another sleepless night trying to understand how to blend between gameplay and sequencer animations. I need to create seem less transitions between third person gameplay and cutscenes. My game is story driven and it is esencial for me to get it work smoothly.

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I don’t know : how to blend between the camera which is attached to my character in game, and the cinematic camera that I use in sequencer for the cutscenes. My character steps into the trigger and when sequence starts there is always a little snapping, no matter how identically I try to put the position of the cinematic camera to the capsule character camera.

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Other issue is when the animation ends, I need to smoothly fly with cinematic camera and blend it behind the back with the character camera . But I can never guess the exact position, and there is also a snapping. Is there a documentation anywhere or tutorial about that? The only thing I found is how to blend the in and out animation between the gameplay and sequencer, but nothing about cameras.

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If somebody knows how to solve this please help!!! 🙏🏻🙏🏻🙏🏻

quick portal
# tropic ingot Hello, guys and girls! I hope somebody can help me as I spent another sleepless ...

Don't be too exact with it, and don't be afraid to fake it.
You can fake the "seamless transition" in the last camera cut in your cutscene. So the moment your cutscene is about to jump cut for the last time, get out of the cine camera, possess a normal camera placed near your character, and interpolate it to where your character camera is supposed to be.
Once the fake-out camera is in the same place with the player camera, switch to the player camera right away.

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Of course, assuming that you want to have camera cuts in your cutscene. If you want to have oner cutscenes like God of War 2018, that's a slightly different can of worm.

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Taking example from Grand Theft Auto V, these are my three steps on creating "seamless" cutscene:

  1. Execute the initial shot of the cutscene while still using the gameplay camera, with a small amount of manipulation.
  2. Jump cut to the main shot with all the directed cine cameras
  3. Once the main shot reached its final camera cut, possess a game/standard camera while getting it into position.
  4. Switch into gameplay camera and give control back.

If you want to have skippable cutscene, you could just fade and reach the final frame of the cutscene right away.

languid bramble
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Does anyone have any tips on how to improve virtual camera latency with vcam2 UI? On the old virtual camera system I feel there was less lag. I’m running on a wifi router with 5 ghz. I don’t know what to do. I have reduced resolution as much as possible and it improves a bit but it’s still slow and recordings reflect the lag.

tropic ingot
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@quick portal thank you so much for your advice! But this is the problem, if I possess the camera through the level blueprint, how can I transform the position of that camera to fly over my character? How can I put the standard game camera on the sequence?

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(If I understand correctly , to start the sequence and to end the sequence with the standard camera I need to be able to have a transform track for it.

quick portal
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I don't use Level BP at all. I just spawn a new camera BP to set active via the Sequencer, move it to the character camera position, and switch to the character camera

drifting fjord
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Hi everyone! I am having an animation with fx and i want to render the performing of them as a video file. However it only play if i hit simulate so when i come to cinematic sequence it is just a still image? How can i active and render it. Thanks

toxic gyro
# tropic ingot <@!325627930484932608> thank you so much for your advice! But this is the proble...

Alvaro is doing exactly that in this clip for CRETE https://m.youtube.com/watch?v=aNd3t6n4s_E

Perhaps if you contact him he’ll share, or at least let you know how difficult it is to achieve.

Join the CRETE discord: https://discord.gg/fTHMHJN29H

I'm a natural sceptical. And I confess, I thought Metahumans were going to be great for VFX and Film, but gamedev was something out of the initial scope.
I was wrong. In just a month of hard work, we are closer to that wild idea of merging cinematographic stories and gameplay in CRETE protot...

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tropic ingot
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@toxic gyro yes, I asked him. He says that he uses normal camera (the game play camera that is attached to the character), I tried that but. Maybe you know, because I ran into two problems.

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  1. When I add transform@track, I can only move camera but not rotate. When I uncheck in the details tab the yaw and roll, it works, but then when the sequence finishes, the camera is not behaving the same in the gameplay (and I have no idea how to do it from the BP).
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  1. The gameplay standard camera doesn’t have same parameters as cine camera, like focus and lengths, and aperture.
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Maybe there is a way to change the camera attached to the character to a cinematic one for the sequence? Or how to solve this , please if you have any idea?

wary bolt
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Hey, my name is ben and I render out actors with looped animations to create animated tokens for my pen & paper game. So i have different cameras placed in seperate level sequences and render everything out with the render movie queue. So far so good. I have two questions:

  1. When I change the skeletal mesh and render out the the same sequence with the camera aiming at the mesh It still shows the old model even though its not there anymore. Is there any way to "update" every sequence without going in and change something and save it.... or something?
  2. Do you have a hint how I define the Last Frame of several sequencers with a central variable so I can change the length of several level_Sequences comfortable without open every single one and set it up manually? I dont need a solution, just a hint i can chew on. -> Use case is that I film/render out different animations (With cine actors/Render queue) that have different animation lenghts
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Sorry if that's a noob question but I'm googling for days and can't find a promising aproach

scenic orchid
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Hey folks, does anyone know how I would change my Cinecamera from a 16:9 to a 21:9 aspect ratio..?

hot sun
cerulean flame
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Hey all, does anyone know much about GPU Utilization when using Movie Render Queue? In particular, does anything need to be set for using a multi gpu set up? And is the majority of frame render time GPU bound or is there a role to play for CPU with the new offline rendering features?
Thanks in advance for any info!

hot sun
# cerulean flame Hey all, does anyone know much about GPU Utilization when using Movie Render Que...

We're going to take a dive into the latest and greatest Movie Render Queue, made production-ready in Unreal Engine 4.26. This is a must-know tool for VFX Artists and CG Artists alike.

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

Render Comparison Images Download Links

Render Comparison A: https://imgur.com/a/He...

▶ Play video

Welcome to Part 2 of the Movie Render Queue Tutorial!

In this video we will be taking a look at a few limitations the Movie Render Queue has, as well as a few nice features that can really save you a lot of time.

Relevant links:

Part 1 of this video: https://youtu.be/FxvF3zncClA

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

▶ Play video

Welcome back everyone! Today we'll be taking a look at how to fix the terrible Depth of Field that comes by default in UE4. With a simple console command we can improve the quality of our renders as well. Enjoy!

NEW INSTAGRAM: https://www.instagram.com/williamfaucher.vfx/

Render Comparisons: https://imgur.com/a/XHUPFVm

Timestamps:

00:00 - U...

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crimson hare
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Hello everyone, How can I record gameplay in-game realtime. Not sequencer and take recorder. I just want to record gameplay from a cinecamera actor viewpoint while I play my game. (Sequencer didnt work because all characters are spawned dynamically ingame and when they cast Niagara effects after that I couldnt find any way to record all of that)

hot sun
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crimson hare
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@hot sun No I have to use an in-game camera to be able to visualize from different camera angles. What's more , I will have to code that later on. Obs is not an option. I just want to take from a camera view and record that to a movie.

quick portal
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Although if you're too picky about Sequencer, you could assemble your own replay system (or use one premade in Marketplace) and record it that way. Replay system relies on replication instead, so it's your best bet for non-sequencer gameplay recording.

crimson hare
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@quick portal Thanks for the help, I really appreciate. I really tried take recorder workflow but it cannot capture everything. I have player spawned characters and they spawn other effects like Niagara, material exp mesh etc. And I have to make it fully automatic by coding to enable end user as little intervention as possible. It is so weird that such a simple thing is missing. Maybe I will have to dive dark realms of directx just for this.

quick portal
crimson hare
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@quick portal ok I will go dig into replay system. I really appreciate your help.🙏

quick portal
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Is there a way to hide the item counter in Sequencer's track panel? It blocks the clicks that meant to interact with the thing it obscures.

normal knoll
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Does anyone know a way to disable light emitting from a skydome, while still keeping it visible? I like the look of my point lighting better.

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Figured it out. Just had to change my skylight mode

rigid agate
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Is there a way to force a character to be pre-rendered before the camera gets to him? atm I have a character in a cage, but the first frame he should be visible, he's not, then blinks a couple of times. Any idea how to force to have him not do so?

drifting vale
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Is there a way to blend between cameras within sequencer. I have a few sequences where I want to blend between cameras to get a desired effect. Is this normally done with an event track and Set View Target with Blend or is there a better way to do this within the sequencer workflow?

quick portal
drifting vale
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Cam to cam interp

quick portal
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So cam A moving to where cam B located?

drifting vale
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and then back to A where A is a variable locaiton

manic oxide
# drifting vale and then back to A where A is a variable locaiton

A nice feature to sneak into 4.25 is Camera Cut blending in Sequencer. You can now tell two camera tracks to run a nice blend between them so that the camera moves from one location to another without manual key frames. Even includes the camera variables like FOV! #UE4 #UETips https://t.co/oJaAIjh5AB

Likes

211

drifting vale
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Amazing!

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When coming out of a level sequence what determines what camera is used on exit of the sequence?

white warren
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Hi! I need help with my project, what happens is that I import a sequencer to another project and it appears is read only, how can I edit it?

manic oxide
manic oxide
white warren
drifting vale
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Does the sequencer director have any default events for stuff like starting or ending the level sequence or do I need to add those in an event track myself?

manic oxide
gaunt hamlet
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I have a cinematic sequence set up, but when i capture the video for it to render its not rendering the cine camera and it shows the hud for some reason

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its capturing that

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but should be capturing this

granite zenith
near patio
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I have an issue where I have a camera sequence, that I want to render as an .AVI.

I have the sequence setup, and click to render, but it is not taking the camera as the source of the footage -- How do I make the camera the actor to record from?

quick portal
near patio
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@quick portal your a star thank you!

ember patio
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Hey Guys, I'm currently making a cinematic but I have a problem, my viewport looks quite different to my sequenced render. The colors are different, there is depth of field in the render but there is no depth of field in the viewport. I have all the settings turned up in the viewport so im not sure why this is the case. Please let me know if you know why this could be happening
Thanks

hot sun
ember patio
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Yeah ive done all of that

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let me send you a screenshot to show the difference

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So this is in the viewport:

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And this is rendered:

hot sun
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Check the pull-down menu in the viewport marked "Perspective." It should have "Cinematic" marked and the name of your camera. Sometimes you have to toggle it off and on to get it to take the setting.

ember patio
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Yes it does

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Rendered:

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See there is no Depth of Field in the viewport and the colors are different

hot sun
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Do you have a post-process volume set for runtime only?

ember patio
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im not sure let me check

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but the depth of field is on the camera not Post process

hot sun
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You might try turning off your PPV and seeing if that changes your render.

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Also, is your camera a CineCameraActor?

ember patio
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Yes it is

hot sun
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Rendering in Movie Render Queue ?

ember patio
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no

hot sun
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Ah. You might try it and see if you get different results.

ember patio
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But that still doesn't explain why there is no depth of field in the viewport

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Its a problem with the viewport not the rendered result because i get the same results as the render when I hit play

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Its just when im editing and not playing it looks different

hot sun
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When that happens to me, it usually means the viewport has lost track of the cinematic view. I sometimes have to toggle it off and on a few times until it wakes up and shows the right image. YMMV.

ember patio
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I disabled post process and it didn't change

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Because the depth of field is on the camera

hot sun
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Sounds like something is runtime only like a PPV. Have you tried Play>Simulate in the viewport?

ember patio
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let me try

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doing simulate played the animation but it looks the exact same

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as the viewport

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no depth of field

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and different colors

hot sun
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Those are my best ideas. Sorry I can't help more. Good luck with it.

quick portal
ember patio
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Yes it is

ember patio
quick portal
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I assume the scalability in your editor is lower?

ember patio
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no its on cinematic

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All of the settings are turned all the way up

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its weird because earlier today depth of field was working in the viewport

cursive elk
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I have a camera that has blueprint functionality behind it. Can I take that same camera and use it to render out footage in the Sequencer? I want it to access all the functionality behind that blueprint camera while it renders things out

quick portal
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Does anyone know how to hide the item counter in Sequencer editor? That thing blocked any click that's meant to interact with something it obscured.

granite zenith
zinc crescent
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Does anyone know if you can create similar scene transitions in Unreal like ones seen in this video?
https://www.youtube.com/watch?v=CE9VOZivb3I

Transitions in Unity are easy to learn - let's have a look!

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● This video was inspired by: https://youtu.be/a0OQvWAPeuo
● Loading screen in Unity: https://youtu.be/YMj2qPq9CP8
● More about singletons: https://youtu.be/ptkxRn0HCJc
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quick portal
quick portal
zinc crescent
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Lmfao, thank you, I'll look up the later since I'm making a Pokemon game and I feel like the latter will be more useful

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I have another question. I wanna make a camera that rotates at the start of a scene when the character loads in, similar to this
https://youtu.be/1pDI8Scph44?t=36
Would there be a way to do that?

crimson hare
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I want to have a functionality that a gamer can replay and export a video on a packaged ,released game. How can I record game play from a camera in the scene at runtime. Can you point me to a right direction.

quick portal
crimson hare
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@quick portal Thank you but that needs a pre-made sequencer right?

drifting vale
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Is there a way to get the level visibility track to keep state?

gusty heath
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how to add video clip to particular 3d shape .can anyone suggest a tutorial.

upbeat sail
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Hi, when I edit a shot that's part of master sequence, and change its length, the length doesn't change in the master:

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Instead, there's grayed out section of it separated by red line.

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I have no clue how to reset the the shot to the new length in the master sequence, without doing it the ridiculous manual way of zooming far in the master sequence, clipping it on the exact frame, and then zooming back out.

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Only solution is to flat out delete the shot, and re-add it, but that's also clunky.

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What's the proper way to just refresh it with the new length?

cerulean flame
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Hey all, does anyone have any info about the "Render Remote" option in Movie Render Queue? The docs on it seem to be fairly sparse, has anyone here successfully managed to render across multiple machines?

cerulean flame
raven canyon
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Hello I am currently trying to render out a sequence I build with the sequencer in a level based on the collab viewer template. My first problem is that it shows the HUD of the Collab Viewer Template which I am sure I can disable somewhere in the level blueprint.

My biggest problem is that everything runs smooth when I watch the sequence inside unreal but once exported either as a video sequence or an image sequence (which I then combine and export in divinci resolve) it looks really laggy, parts where I just rotated the camera from left to right look extremely laggy. Any suggestion what could cause such a behavior ?

raven canyon
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Okay I fixed it but it makes no sense to me tbh. I just ticked "use compression" on 75%. Exported Video looks much better than before and does not lag anymore. Can anyone explain that to me? Also why does it lag when I exported it from unreal as image sequence, import that sequence to davinci resolve and then render it as an mp4 without changing anything. I am pretty new to sequence and video editing in general. Thanks for any tips or hints

graceful siren
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hi everyone i am facing a issue in lighting bulid
the error is this
12:10:03 PM: Starting up SwarmAgent ...
12:10:03 PM: ... registering SwarmAgent with remoting service
12:10:03 PM: ... registering SwarmAgent network channels
12:10:03 PM: ... initializing SwarmAgent
12:10:03 PM: ......... certificate check has failed
12:10:03 PM: ...... initializing cache
12:10:03 PM: ......... using cache folder 'C:/Users/Sakib/AppData/Local/UnrealEngine/4.25/Saved/Swarm\SwarmCache'
12:10:03 PM: ......... recreating SwarmAgent cache staging area
12:10:03 PM: ...... initializing connection to SwarmCoordinator
12:10:03 PM: ......... using SwarmCoordinator on RENDER-01
12:10:06 PM: ......... SwarmCoordinator failed to be initialized
12:10:06 PM: ...... initializing local performance monitoring subsystem
12:10:10 PM: ... initialization successful, SwarmAgent now running
12:10:10 PM: [Interface:TryOpenConnection] Local connection established
12:10:10 PM: [Interface:OpenJob] Error: Invalid class

please if you know how to fix this pls tell me
this is issue i ma facing plz help i am new in unreal

cerulean flame
normal knoll
raven canyon
raven canyon
hot sun
manic oxide
scarlet ferry
civic ridge
#

Looking for someone who has some experience with cinematic cameras. We've got a replay system in our indie MOBA (records match, plays it back) and our editor is request essentially a camera rail where he puts the camera in 1 spot, hits lock, puts the camera in another spot, hits log, and then on replay the camera follows a spline/rail path to that spot (and then maybe even spot 3 and 4). The weird part here is this isn't in editor, it's in a packaged game, so we have to allow the player to place these spots

We have a general idea of how to do this, but would love any help or if anyone has done it before. I will pay for help if needed on an hourly basis

hot sun
edgy pivot
#

Cool that helps a lot. So we have a cube with a camera attached and a spline. We'd hit a button, the transform for the camera in that position is stored, a spline point in that world location is made, and then when finished have the cube move to each spline point that was created in order, interpolating the camera transform between each spot, right? Would there by any benefit in using a camera rig rail with a cinecamera over that/is it even possible to modify that during runtime?

hot sun
gusty heath
#

hi ,i am having issue with sequencer..not able to get live preview while i edit stuff in sequencer.how to fix tht..

gusty heath
#

i found the solution of it..now im having trouble in previewing live dmx lights and animation setup..

feral dust
#

Hey all; when I'm importing my baked camera from Maya to Unreal, it's importing with the track sideways rather than being level with the ground. This doesn't change whether I export with Z-up or not from Maya. Any solutions? Can't find anything on google

feral dust
#

The weird thing is when I export my environment to Maya, everything is oriented correctly; the camera pans around my character who's feet are grounded where they should be in Unreal, but when importing the camera to Unreal it just doesn't maintain its orientation relative to the character or environment and instead is flipped.

feral dust
#

Edit: Nevermind, just created an empty actor, parented my imported camera to it, then rotated it 90 degrees

feral dust
#

Alright, next stupid question, how do I get the render export to render the movie from my specific camera? I have it active, have no other cameras in the scene, and it wants to render from a camera that doesn't exist.

hot sun
# feral dust Alright, next stupid question, how do I get the render export to render the movi...

If you're rendering from the Sequencer, you need to add a Camera Cut track and assign it to your camera. You also need to make sure that the little camera icon in the cut track is on (white). Make sure the camera cut track stretches all the way across your sequencer work area, or else it will jumpcut back to the observer camera. Also, it's a good idea to make the cut track extend a few frames beyond your working area; there's a bug in Movie Render Queue that screws up the head frame otherwise. After you've set up the Camera Cut track, render using the Movie Render Queue. I recommend Will Faucher's videos on YouTube to get the most out of Movie Render Queue .

https://www.youtube.com/channel/UCGKjGGjdl-GzEcFPf1EQwqw

feral dust
sly dawn
#

hi there,
i need a small help on adding spatial 3d audio in VR from cinematics sequencer
is there any way to do that pls help!

ionic blaze
#

has anyone experienced this error with movie render queue? I cannot find any relevant entries in docs for this

#

I had to change my ticks to suit 25fps, but trying to render with temporal aa samples is problematic now

scenic orchid
#

daft question but should I be building my lighting if ray tracing is enabled..? will I be getting better results?

quick portal
hot sun
# scenic orchid daft question but should I be building my lighting if ray tracing is enabled..? ...

It depends how you mean "enabled" and "better." You can turn on raytracing at the engine level and still have lights that are not raytraced. This is deliberate, because some games are designed for systems that can only handle a little raytracing before they slow down. For those kinds of projects, designers raytrace the hero items close to the camera, and then bake everything else. (Some designers bake anything that isn't moving or interactive just for optimization.) For cinematics, "better" could mean "more realistic." In that case, turn on raytracing for every light and don't rebuild lighting. But keep in the back of your mind that you can always go back to baking some of your lights if your system is groaning under the weight of the raytracing.

#

Have you compared the default settings of the projects? Like exposure in the cameras or exposure and bloom in the PPV?

hot sun
#

And both of the cameras are identical? It might also be lightmass settings -- Will Faucher has a short video about this:

https://www.youtube.com/watch?v=ZMiii_c4qtw

In this weeks Two-Minute Tuesday tutorial, we take a look at how to bake emissive textures, meshes/models as a light source. With the help of Unreal Engine 4's GPU and CPU Lightmass, any emissive texture, or material, can be used to emit light. Baking a mesh light is a simple process that only involves 1-2 settings.
Keep in mind this only works...

▶ Play video
regal urchin
#

Im having an issue where i am recording an item in the take recorder, but when i put it on the time line it is significantly shorter than the recording, i am attempting to sync dialog. I have a 4:30 piece of dialog and when i roll it in via live link and record it in the take recorder it is about 2 minutes.

#

i am doing everything at 24 frames

#

i have been doing this for a year or so and havent everrun into this issue

regal urchin
#

ive also noticed that when i finish the recording it is the correct length but when its done processing it is shorter, WHAT AM I MISSING? please help

wispy siren
#

Hello everyone! I am trying to animate something in sequencer. However, I have two camera actors, one of which I am trying to delete. However, it keeps popping up each time I change something in the sequencer. How do I get around this issue?

quick portal
wispy siren
quick portal
#

Delete the track from Sequencer first, then delete the object from the map. Afterwards, save both.

violet dove
#

I'm setting up some renders with Movie Render Queue, but when I render my shots my characters aren't rendered.

I selected the right level for all my shots, and can see my character correctly in the viewport.

How do I fix this? >_<

undone geode
#

Hi guys. When creating your Cut Scenes there are 2 ways to add your cameras.

  1. Add them to your Scene first and then add them to your Shot Sequence
    or
  2. Add them directly from your Shot Sequence using the 'Creat a new Camera ...' icon
    Which approach do you use and why?
violet dove
#

I like to bring them into my scene first so I can rename them easily in the world outliner.

I name my cameras like this:
CAM_SHOT_001
CAM_SHOT_002
CAM_SHOT_003
...

So that when it comes to making individual shots I can keep things super organized for future me.

undone geode
#

Makes sense. Thanks!!

Another question. Am trying to follow along a tutorial but in my Sequencer my camera is missing all of its parameters. I can manually add a Transform track to the camera but what about Current Focal length, Focus Distance and Aperture?

The attached should make this clear.

violet dove
#

They are already there.

#

Right above the transform track.

#

You can animate them as well with keyframes.

hot sun
hot sun
violet dove
elfin lance
#

How do you guys deal with the ugly DOF artifacts that are always present, especially in FG objects?

violet dove
#

Anyway to "lock" an actor in the world outliner so I can't accidentally select it in the viewport? I have a bunch of fog cards in my level and it's giving a little bit of grief.

elfin lance
violet dove
#

I set up my motion blur + shutter speed values on my post process volume, and I see desired motion blur in viewport. But when render it with movie render queue the motion blur is not there. Why is this and how do I get motion blur in movie render queue?

Thanks!

hot sun
# elfin lance How do you guys deal with the ugly DOF artifacts that are always present, especi...

Will Faucher has a good video about using console commands to improve DOF:

https://www.youtube.com/watch?v=osHpBZ47ZfU

Welcome back everyone! Today we'll be taking a look at how to fix the terrible Depth of Field that comes by default in UE4. With a simple console command we can improve the quality of our renders as well. Enjoy!

NEW INSTAGRAM: https://www.instagram.com/williamfaucher.vfx/

Render Comparisons: https://imgur.com/a/XHUPFVm

Timestamps:

00:00 - U...

▶ Play video
elfin lance
#

Yeah I'm aware of all that stuff. It's not a Temporal AA Upsampling issue.

#

just lookin uggggly

elfin lance
#

Movie Render Queue. all the HQ Cvars. Screen % 200. 16 samples. everything possible thrown at it..

hot sun
#

What format are you rendering to?

elfin lance
#

EXR

hot sun
#

Have you tried rendering at standard quality to PNG to see if the DOF looks different? If it does, you can isolate variables to find the culprit.

elfin lance
#

yeah ,none of the quality settings change anything regarding the DOF

#

looks the same in viewport as well

#

i'm guessing it's an Engine limitation, but i'm hoping I'm wrong because it looks awful

hot sun
#

I'm looking into it...

hot sun
#

Look at this render:

https://gofile.io/d/PaEfGL

Do you see the same artifacts? For this render, I used a CineCamera Actor, and I created the DOF using the camera, rather than a PPV. Big aperture and keyframed the focal plane. I used MRQ to render to ProRes, then converted to MP4 using AME.

elfin lance
#

it tends to happen with thin objects

hot sun
#

how thin are the objects in your shot?

barren lagoon
violet dove
#

I'm trying to render out a movie via movie render queue, but the result looks completely different from my viewport. Namely, all the fog volumes are not rendered.
I've turned off game settings in the viewport so I can visualize exactly what should be rendered. But it's still not outputting the correct images! Very frustrating!

gusty heath
#

Any idea how to pause a frame for a few seconds, just so it doesnt continue to the next sequence

scenic orchid
#

hey, I've got a number of meshes that I want to move with some lights throughout my landscape all at the same rate. Is there anyway to group them together and have a parent object and just move that..?

barren lagoon
hot sun
scenic orchid
#

Sorry yeah I figured it out, I parented to an empty actor, but was having problems, realised I needed to make my objects moveable 🙂

barren lagoon
#

^^^ If Sequencer is what you’re doing them yup.

hot sun
#

If you want them to all follow a path, make a blueprint and add a spline (not a spline mesh). Then add the cube in Sequencer and attach it using the Path command in sequencer. The cube will trace the path smoothly, and you can attach all the other meshes, lights and cameras to the Mover cube.

noble kraken
#

hey guys can someone help me with filming a short vid in the sequence

hot sun
#

Can you please be more specific? Are you trying to create a cinematic, or trying to record game play?

noble kraken
#

I wanna record whatever happens after clicking the play button

#

so I guess it's gameplay

hot sun
scenic orchid
#

hey, does anyone know why my depth of field has so many artefacts..?

hot sun
#

How are you generating your DOF? Camera/PPV/MRQ?

scenic orchid
#

Here is a better look at another render

hot sun
#

Have you tried adjusting DOF in PPV?

scenic orchid
scenic orchid
hot sun
scenic orchid
hot sun
#

Are the objects translucent? There's a DOF bug with translucency.

feral dust
#

If I'm running a persistent level with multiple lighting scenarios, how do I get the renderer to render video from a specific persistent level? I'm trying to render a scene in my night scenario but it keeps trying to render it in the day scenario

#

It's not even rendering from the correct camera

cyan mountain
#

Has anyone here used “actor sequencer” successfully?

Curious how you setup the event and call it, so far I can find no example of what to actually do. I do have it working on auto play.. 😅

It would really be perfect for a current project which is a mix of cinematic and interactive. Love the idea of keeping the sequencer takes for the face recordings in the character bp because of how easy it is to align and sync audio or set in and out points, and that the actor sequencer has no real dependencies.

barren lagoon
#

Also tick off "Temporal Upsampling" in the project settings.

scenic orchid
scenic orchid
#

^If anyone has any solutions to this problem, would be hugely appriciated but I get that this one is a bit tricky to solve 🙂

inner junco
#

uhhh

#

@scenic orchid u try

rancid summit
#

I am creating a flyby in level to play, setting up the track when I move the camera forward and look with camera and and set key frame it sets it up when I go to play the clip it moves forwards but then does a crazy 360 spin around before settling on the correct angle.. anyone else have this issue and is there an easy fix?

quick portal
wicked plover
#

@scenic orchid I haven't seen the full thread of your issue so forgive me if someone recommended this already, I know William Faucher has a couple tutorials on different types of depth of field methods, maybe something in there could help!

barren lagoon
#

When I have two objects in front of my camera that I want to be in focus, I typically set the focus distance exactly between the two objects, then adjust my aperture until both objects are in focus. Am I doing this correctly?

quick portal
novel sparrow
#

I'm getting the issue of object stopped being spawned by sequencer. It just stays greyed out:

#

Any ideas what causes it?

crisp horizon
#

Hey there, anyone else experiencing the movie render queue shutting down before the render is finished?
I´m guessing I´ve been stressing my ancient GPU a bit too much with grooms etc, or maybe its the ram building up.
I had to render it out in chunks, checking how much had rendered, then rendering again with new frame count etc.
Just wondering if there is maybe a log file somewhere, so I could get an idea what happend.

barren lagoon
barren lagoon
#

Actually nvm, I get what you’re saying.

novel sparrow
barren lagoon
#

Yeah the spawnable/possesable stuff can bug out sometimes.

naive bridge
#

Hi! I'm wanting to create a turntable animation by rotating the camera 360deg around an empty actor placed in the middle of the scene. I've attached the cine camera actor to the empty actor and placed a key frame on the actor at the start with 0deg yaw and then another key frame at the end with 360 yaw. The preview works fine, but as soon as a click to render the video the camera detaches from the empty. Can anyone help me? 🙂

#

here's a screenshot before i click render

#

and here's a screenshot after i click render

undone geode
#

Looking for general advice in creating realistic crowds in UE.
Goal is photorealism with random motion.
Should I be creating alembic sequences and importing them or using code blueprints to drive random behaviour for each rigged character instance?
Any tutorials to get me started? Any feedback appreciated!

hot sun
hot sun
undone geode
#

@hot sun Thanks. Total novice with crowds. Could you summarize the pros cons of this workflow vs using Niagara+VAT inside Unreal? There is also this plugin which allows the animation baking all inside UE.
https://www.unrealengine.com/marketplace/en-US/product/vertex-anim-toolset/reviews#
I'm guessing I will be importing MOCAP data at some point to use on individual characters.
Pretty deep subject so appreciate your feedback.

Unreal Engine

Plugin for baking skeletal mesh animation into textures

naive bridge
hot sun
#
Medium

Making use of instanced static meshes in UE4 to render animated characters.

Displaying thousands of characters on-screen in real-time has always been a challenge - until now. Unreal Engine's Niagara visual effects system opens up doors to go far beyond what was previously thought possible and this presentation by Epic's Joseph Azzam showcases how you can utilize the power and versatility of Niagara to create massive cro...

▶ Play video

Join our Filmstorm Motion Library: https://www.patreon.com/filmstorm

Join us on Youtube Gaming and click join next to the like button:
https://gaming.youtube.com/watch?v=QCA4ZQzFZ9s

Unreal Marketplace Link - https://unrealengine.com/marketplace/open-world-animset
Get the Open World Animset today: https://gum.co/openwas

Learn how to setup a R...

▶ Play video
elfin lance
#

I've got every high quality cvar and setting that I'm aware of set.

hot sun
elfin lance
#

it looks bad cvars or no cvars

#

the image format doesn't make a difference

hot sun
fervent jewel
#

hey guys, I've just spent the last couple of hours, dredging the internet trying to find info on using root motion animations in sequencer, after getting that working my final issue is that its not actually moving the character actual transform/capsule, so when the game starts my blueprints spit errors because the character is not where its supposed to be even tho the model is , if anyone has any insight that would great

junior heath
#

is it still possible to get a tilt shift look? for some reason if i watch older tutorials about that they show depth of field options they doesnt exist anymore...

quick portal
quick portal
junior heath
quick portal
quick portal
# junior heath but how?

In your post process volume or generic camera settings, these values I checked drives the new Circle DOF method.

#

Cine Cameras also have extended settings:

junior heath
copper trout
#

Do anyone know how control Substance Graph Instance in cinematics?

dry stirrup
#

My Master sequence is always crashing
Did anyone faced issue like this? I am using 4.26.2

gusty heath
#

not sure this is the place to ask but I will try. I am working with high poly count mesh in unreal. Basicly imported the FBX and it is extremly slow. Even just selecting one of the geometry childrens in the hierarcy of the mesh takes about 30 seconds. Anyone mind helping out ? could DM to not spam to much I guess.

Usually dont work with this high poly meshes UE, and got something to help out with.

barren lagoon
#

Cause if so, I’d strongly, strongly disagree with labeling it old and ugly 😄

It’s an incredibly sought after look in cinema 😉

barren lagoon
# junior heath is it still possible to get a tilt shift look? for some reason if i watch older ...

Perhaps this will point you in the right direction?

https://youtu.be/hcOZ4tvrgUg

WATCH PART 2 HERE: https://youtu.be/sCIYFOBGu0Q
Here is the much-awaited Anamorphic Depth of Field tutorial that you have all been asking me about. I apologize in advance for the long introduction, but I really had to clarify a few things beforehand.
Hope this helps you out!


This video is NOT sponsored. Some product links are ...

▶ Play video
hot sun
barren lagoon
#

^^^ Correct!

glossy viper
#

Quick question (hopefully). What's a good way to have text in a Sequence? I just need some text appearing/disappearing throughout the Sequence, but it's not linked to audio like a Subtitle would be.

wicked plover
#

Anyone have any issues with instanced meshes being missing in Movie Render Queue?

#

Movie Render queue frame missing foliage

#

Sequencer frame with everything where it should be

hot sun
# glossy viper Quick question (hopefully). What's a good way to have text in a Sequence? I just...

Look at this course in Unreal Learning. It does an appearing/disappearing opening title that's rendered in-engine.

https://www.unrealengine.com/en-US/onlinelearning-courses/independent-filmmaking-with-unreal-engine

Unreal Engine

Learn how to use Unreal Engine for virtual production and post-production, bringing together all the pieces of your workflow into a unified environment to create a short film.

hot sun
wicked plover
#

@hot sun I tried double sided and it didn't change. I'm just going to use Sequencer for now since everything shows up in those renders. Thanks

hot sun
wicked plover
#

Shoot, okay. Well, I better hurry to either finish my project or find a solution. I just tried a handful of material settings, LOD changes, and command line functions but nothing changed.

junior heath
barren lagoon
livid kelp
#

Hi guys am learning unreal sequencer can I know where is the best place to learn I have completed beginner with it but learn in depth

barren lagoon
livid kelp
#

@barren lagoon tq you for the help I have gone through and learned many and created a trailer for a game but need to go deep

#

This was the trailer I made

#

By using sequencer

#

But now planning to do a sample short movie

barren lagoon
#

Gotcha. Once you understand how sequencer works, the next step is learning cinematography! Anything you learn regarding cinematography can be applied to sequencer. Composition, all that jazz.

#

So, improving your cinematics in terms of visuals is something very, very broad 😉

livid kelp
#

Ya thanks alot my friend

#

Will see what all we got

#

You are intermediate or expert in sequencer

barren lagoon
#

I’d say I’m intermediate for the most part. I know everything that I need to know in order to output quality renders, but I’ve still got lots to learn in terms of more “advanced” features of sequencer. More importantly, I want to improve my cinematography (color, lighting, composition).

livid kelp
#

Oooo that's good so where are you referring for learning

barren lagoon
#

At the moment I’m eating up anything and everything about lighting in UE4. Lots of YouTube tutorials out there I’ve found.

I’ve started watching movies more as well for ideas/inspiration.

hot sun
# livid kelp Oooo that's good so where are you referring for learning

If you haven't read it already, this is one of the best books for learning how to shoot a film:
https://amzn.to/34aazZ3

barren stone
#

guys how do I seperate cuts in the sequencer?

hot sun
barren stone
hot sun
rancid summit
#

whats the correct way to make a cinamatic camera trigger a trigger box collision when the camera moves through the zone?

barren stone
#

hmm I think my issue is I'm not using the master sequence to compose the level sequences so I'll try that

livid kelp
#

@barren stone new level sequence you can use the same camera or a new one

rancid summit
#

is it possible have a trigger in the level that when the cinecamera passes through it it activates a particle effect?

dry stirrup
#

How do I render mp4 not AVI?

cursive elk
#

Hi there, hope this is the right channel.
Doing some work in the sequencer. I have this project that is 2250 frames long (It's for a school project, teacher said project has to be that long).
I am trying to use the sequencer to set up some choreography of sorts where a blueprint camera goes through the scene. Teacher says I have to set up a series of event triggers within the sequencer where it will capture an image every 10 frames per second.
It seems a little ridiculous to have to set up multiple event triggers every 10 frames in the sequencer, is there a way I can set up one 'Master' event trigger and have it control the image capturing? I would prefer to not have to put in 200+different triggers, just to get the results that I want.

barren lagoon
undone geode
#

Hi guys. For mattes and AOVs any reason why you might still use Sequencer? Or is MovieRenderQueue always the preferred option?

quick portal
quick portal
plucky goblet
#

how do you switch between totally different lighting scenarios? do you store every scenario in a map?

cursive elk
#

yeah hes requiring me to do it in blueprint

west void
#

so, question. I found this tutorial on how to use sequencer and stuff but I'm trying to do a cinematic that is bound to my player controller so it runs every time they respawn. anybody able to give me a hand or point me in the right direction?

fervent jewel
#

can u not use use character controllers in sequencer ?

quick portal
plucky goblet
#

when i render a movie with the sequencer, i dont get the perspective of the camera but of the player

#

how can i get the perspective of the camera?

quick portal
cursive elk
#

He mentioned that I could set something up with event keyframes and use some of those nodes within the blueprint function to script it. I have no idea how to use it though and trying to figure this out is a nightmare

#

i have keyframes set up for every 10 frames in the composition now

#

Says that Target needs a connection but idk what to link it back to

#

"Make sure to include appropriate extension in your file path! Use .bmp, .png, or .jpg" (I specified the filepath and put .jpg)

plucky goblet
#

i have a really bad quality, aliased output with sequencer.. what is the best anti aliasing method? im using msaa right now.. or is there a bad default setting of the sequencer?

tough narwhal
plucky goblet
#

i dont need motion blur

tough narwhal
#

so use 16 24 or 32 samples

plucky goblet
#

no anti aliasing?

tough narwhal
#

yes no antialiad

tough narwhal
#

if you don't need motion blur, use no temporal sample count and crank up the spacial ones

plucky goblet
#

cool thank you i try this now

#

@tough narwhal where can i find the render settings?

#

i disabled anti aliasing now in the whole project

#

can i do it only for the rendering?

tough narwhal
#

no no

#

it's in the movie render queue

#

you need to enable the plugin

#

juste use google and "UE4 movie render queue"

#

you can render a still fram if needed

plucky goblet
#

ok i found it. are these the right settings @tough narwhal

#

i have an rtx3090 and 64gb of ram

#

with the sequencer i can render the scene, not with the movie render queue

#

is there something i can do?

mystic shuttle
#

Something is messed up in my movie queue renders

#

Any ideas?

barren lagoon
#

@tough narwhal @plucky goblet The official documentation for MRQ states that it’s recommended you set the AA to “none” once you go above 8 temporal sample counts. 8 or less you should continue using TAA. I had issues in my renders with having no AA and 8 sample counts.

tough narwhal
#

no you missunderstood

barren lagoon
tough narwhal
#

you just can't use TAA and temporal sample

#

but just leave what you put 8x1 is good for fixed images

plucky goblet
#

is it possible that the rendering takes only lod0 for the meshes?

tough narwhal
#

and don't use the "sequencer render" use render queue of course

#

yes use the game settings

#

for your crashes i don't know, it can depend of so many parameters

barren lagoon
#

I’ve personally had issues with no AA and 8 sample counts so I guess your mileage may vary.

barren lagoon
plucky goblet
#

cool i enabled texture streaming and disabled useLODZero

#

now it works!

#

thank you!

distant mauve
#

its the sad truth 😦 was happening to me a lot, now it's not, definitely try and update things, if you run display stuff, like BenQ displaypilot for example, make sure that stuff is closed in the background

plucky goblet
#

it works now with virtual streaming and lodZero disabled

#

but another question: why is the output only jpeg and not avi?

#

do i have to stitch the images together?

distant mauve
#

oh I didn't read your context, that crash can happen outside of sequencer as well.

the best way to get renders out of unreal, is to render to PNG and stitch them together in a video editor of some kind

#

I use the adobe creative cloud (very worth it especially when the yearly sub goes on sale) but you can do the same thing with blenders video editor

#

IIRC (take with grain of salt) I think you can't render to avi with movie render queue, render to AVI has a history of not working the best

hot sun
# dry stirrup How do I render mp4 not AVI?

UE4 doesn't render directly to MP4. so you're going to have to convert. If you don't like wrangling a huge folder of PNGs, use Movie Render Queue to render to Apple ProRes and then use the free version of DaVinci Resolve to convert to MP4.

plucky goblet
#

thank you all for your help

#

it works now!

tidal hedge
#

Sorry if this has already been asked here, but..

Using Movie Render Queue, how can I render out ONLY a stencil layer (which is the only one I want, it outputs my alpha channel), and not have to deal with the double output of the full view without the alpha?

hot sun
# tidal hedge Sorry if this has already been asked here, but.. Using Movie Render Queue, how ...

Have you looked at this video from Will Faucher?

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

Stencil Layers are a fantastic addition and a worthy competitor/replacement for Object IDs/Cryptomatte (at least in its current state).

Links:
New Instagram:
https://www.instagram.com/williamfaucher.vfx/

Twitch Stream where Epic states their render layers will never be perfect:
https://www.twitch.tv/videos/882486232
(see 02:38:21 mark specific...

▶ Play video
plucky goblet
#

on my camera everything works except aperture. I think the background should be blurry when i have sth like an aperture of 1.2

#

but its all sharp, also in the background

#

someone knows what could be the problem?

hot sun
livid kelp
#

@hot sun really appreciate you buddy helping alot

kind wedge
#

Hey folks, i have troubles with USD format import. It looses the normals from some areas on the mesh (becomes complete black).

Does any one faced the same problem? Any clues on how to fix this?

hot sun
kind wedge
#

There's no black materials assigned on the model. There' no normals on thouse black shaded faces

#

Same model imported with USD and FBX format.

fleet monolith
#

hi there, i gonna pack my GAme. But i have 2 Videos, they work in the Game... how much fps can they have? i have them set to 25

muted hawk
#

My sequence keeps rendering to 30s instead of 15s and I get spammed with Time Dilation was used but output format does not use relative time, forcing relative numbers. in the message log. I rendered a 30s sequence in this project previously using a particular level; I copied that level & replaced the old 30s sequence with a new 15s sequence. Here's the sequencer panel & my render settings. Anyone know what's up?

#

(sorry that was the wrong picture, this is the sequencer panel with render settings)

dawn aurora
#

What program can I use for putting an image sequence together?

#

Sony vegas isn't really working out for me with this

hot sun
dawn aurora
#

Okay will try that

#

Thanks

quick portal
#

Kdenlive also worked, but super wonky.

dawn aurora
#

it will freeze up when I drag to it then after about 10 minutes it unfreezes and nothing happens

#

about 4 minutes of video

hot sun
# dawn aurora The images won't go on the timeline

You need to import the image sequence as a clip. You use the import command and find the PNG numbered 000 and when you click once on it, the import dialogue will show you a bunch of options. You import As Footage and tick the box marked "Make Composition" then import. It will import all the PNGs in the sequence as single clip, and create a comp containing the clip. You should check in the project panel to make sure the PNG clip is set at the correct frames per second. If it isn't, you need to click once on the clip and use Interpret Footage to set the correct FPS. You will also need to make a new comp with the correct FPS.

dawn aurora
#

for davinci right?

hot sun
#

No After Effects -- I misunderstood. Sorry.

hot sun
# dawn aurora The images won't go on the timeline

In Resolve, you need to go to the Media Page, navigate to the folder containing your PNGs and resolve should turn them into a single clip automatically. You might have to wait a bit for it to import into the Media page because your clip is really long. Mostly image sequences are only a few seconds long.

dawn aurora
#

The images just kind of import in to there all as separate images instead of a single clip

#

but will try again

#

these are just some of the frames but yeah it's not being imported as a single clip

#

oh nevermind I got it

dawn aurora
#

For some reason the sequence seems to be in slow motion in the video editor

#

and now the duration is this

barren lagoon
# dawn aurora and now the duration is this

I'm not sure what program you're using, but in Premiere, the default FPS after import is lower than what I need it to be, so I need to interpret it and set it to the FPS I rendered it out as in the engine.

dawn aurora
#

It's all good I got it all fixed up

barren lagoon
#

Nice.

dawn aurora
#

Thanks

proud fossil
#

hi experts,
I'm new to unreal and currently creating this environment for a cinematic render.
I'm not sure what happened but i was getting pretty sweet GI before, and now I'm not getting it anymore even though skylight is turned on and the GI samples /bounces are all high.
my direction light is set to movable. earlier it was static (i was getting light leaks when it was static)

#

I'd really appreciate some help on what steps i could possible take to make the light similar to the earlier render

quick portal
proud fossil
undone geode
#

Anyone outputting AOVS from UE using MovieRenderQueue?
Other than William Faucher's video can't seem to find more in depth info.
https://youtu.be/ova8s1H-mUI

For instance other than AO, Motion Vectors, Depth, Normals I can't seem to find the appropriate post process materials for all the other default passes.

In this video I'll be showing you guys how to render out all the render passes available in Sequencer, but this time in the Movie Render Queue. It is not an intuitive way of adding them, it's not obvious, and you really have to know how. Here's how.
For those of you looking for how to render AOV's look no further!

Relevant links:

My previous v...

▶ Play video
wheat elm
#

Evening! Does anyone know if there's a way to move a objects base position in a sequence and let unreal calculate the offset to all the keys?
Basically i had camera at position 1, made a whole cinematic. Stuff in the level changed so i need to move the whole thing to another location but the same relative changes inside the sequence.

median sedge
#

Hello! Can anyone here help our project involving a sequencer and a big tiled map of landscape? Would really appreciate it!

odd pendant
#

Why is it literally impossible to disable ai perception within a level sequencer?

quick portal
hot sun
hot sun
proud fossil
#

my foliage is glowing under shade when using raytracing GI.
both skylight and directional light are movable so nothing is baked. grass looks fine when I turn off GI.

is there any way to fix this issue in raytracing? I have increase the samples per pixel to 32. Tried both brute force and FG. still the same issue.

Indirect lighting intensity: 1.5
Type: FG
Max bounces: 3
Samples per pixel: 32

#

turning off raytraced GI

#

I'd appreciate help from you awesome folks. This is the last fix and then i can finally render this 🙂

granite lily
#

Hello guys, does anyone know how to activate multigpu use in the editor. I assumed it was a new feature for 4.26, but the only place ive seen possible access to it is through console variables, but when i try to activate it there, i get a message saying its "read only" . Please can someone advise me on the best way to go about this.

odd pendant
left yarrow
#

anyone who knows how to fix camera popping under ground when rendering?

stable bloom
barren lagoon
#

if it's during a render only I highly doubt it has to do with that @stable bloom

take a look at this @left yarrow https://www.youtube.com/watch?v=lXcerW59onA

This issue has been plaguing me for literally years. Fix that weird first frame in Sequencer/Movie Render Queue with a fix so easy it's ridiculous.

Thank you so much for watching!

Timestamps:

00:00 - Intro
00:50 - What exactly the issue is, and how to fix
04:04 - Outro and Thanks

▶ Play video
cursive elk
#

is there a way to add movement to a stationary camera? I have a camera that came from an asset pack and i'd like to add movement to it so i can walk around the scene

bright zodiac
#

Hey guys, this has probably been asked a lot but here we go. Is it possible to bake out a camera animation with a rail rig? I want to be able to export it from unreal to maya but I want the camera animation baked with the rail rig. thanks for your help 😀

plucky goblet
#

I would like to generate a vr video for the quest2. Does someone have the link of a tutorial?

narrow rapids
hoary latch
#

Hey everyone, I have an issue with the sequencer where I try to capture a video of a 35km landscape I exported from world machine into unreal using world composition. When I record the video from far away the landscape tiles don’t appear although they do appear in the editor. Don’t know what to do I tried everything. If someone can help I’m willing to pay for it. Thanks

foggy sundial
#

Hey friendos.
I set up a Level Blueprint that spawns a few objects, materials and animations. It's fine as an interactive scene when I play the level.
But I also make a sequencer, add an animated camera and render that out as a prerender sequence.
How can I add the Level Blueprint spawned objects to my sequencer? Currently I add and delete objects depending on whether I'm prerendering or not, mediocre!

quick portal
hoary latch
#

thanks 🙂

dry stirrup
#

When spawnable actors are attached together and the detach themselves after the sequence is played, Whats the best way to attach spwanable actors?

fast magnet
#

Sequence "keep state" is not working, any help?

narrow rapids
#

When I’m using UnRemote on my iOS device, i can see the viewer on its screen, it controls the virtual camera but it’s super laggy and jumps frames. Anyone know what could be causing it?

alpine root
#

Hii guys..I am having some issue with Rendering the movie itself.
I made sequences, the camerawork works fine. but when i render the sequence.
i only see an image of camera placed during the first shot.
please help! 🙂 🙂

fickle cipher
#

You may have to change the output setting

alpine root
fickle cipher
#

Check your camera animation then

#

Or render it out with frames on jpeg output setting

alpine root
alpine root
fickle cipher
#

Try checking your frames in output setting?

alpine root
#

yes sir!

fickle cipher
#

😅

fickle cipher
proud fossil
eternal prawn
#

in sequencer when dragging in a control rig it seems to hide all other tracks:

#

clear shows everything again; my question is how do you normally hide other tracks like that? what is that thing called, a filter or something?

#

seems decoupled from search tracks box

#

ah it is coming from filters, when you add in a control rig it filters to control rigs only in general

mystic shuttle
#

Movie render queue won't render all shots from the master seuqencer. I need help

rough ivy
rough ivy
# rough ivy

I don't get "add matinee" Option in that how can I get it ?

manic oxide
jovial salmon
#

https://www.artstation.com/artwork/lxvWxo hi guys can anyone tell me how to do a timelapse camera like he did or can show me yt tutorial? (scroll to the bottom)

ArtStation

Here's a Megascans assembly pack that I built and set dressed the environment for the new 'Mega Assembly' workflow. I built and optimized the pipeline to be game ready and drag and drop ready into your game. With this method, you can easily build an environment like this in literal minutes.
For this pack I specifically built the pipeline, creat...

stoic lava
#

Hey guys I have this problem with an artifact in the sky, does anyone know what it can be? 😭

#

It only happens when I render

hot sun
# stoic lava Hey guys I have this problem with an artifact in the sky, does anyone know what ...

If it's the first or last frame, and your rendering in MRQ from the Sequencer, just stretch your camera cut track beyond the in and out points of your work area. it's a known bug.

https://www.youtube.com/watch?v=lXcerW59onA

This issue has been plaguing me for literally years. Fix that weird first frame in Sequencer/Movie Render Queue with a fix so easy it's ridiculous.

Thank you so much for watching!

Timestamps:

00:00 - Intro
00:50 - What exactly the issue is, and how to fix
04:04 - Outro and Thanks

▶ Play video
stoic lava
#

I was already thinking that it was such a specific error that surely no one would know what is going on

stoic lava
hot sun
stoic lava
hot sun
barren lagoon
gusty heath
#

How can I make cinematics WITHOUT the sequencer? So basically what I want is for each character to talk, and when they start talking, the camera moves to look at them in a specific angle, do I need more then one camera, or will just one do?

errant estuary
#

set view target with blend

sour wagon
undone geode
#

General lighting question. Has anyone had to light a stadium environment interior? How did you approach it?ie what types of lights/lighting, was a combination of baked and realtime raytracing used, etc? Any references in the marketplace i could check out?

errant pendant
#

in my cine camera actor i have the option to constrain to aspect ratio but no option to set an aspect ratio, ive seen that option online

#

anyone know whats up with that?

hot sun
#

@errant pendant It's in the section above those controls.

simple comet
#

Shadow in unreal looks awesome

#

But in post its screwd up, any idea why ?

#

I tried the following - render with AO, on of -not working, textures streaming o/ off - not working,

#

Turning off the cinematic scalability in sequncer render settings helped....thank you!

elder current
#

How does making cinematics in unreal compare to others like blender?

hot sun
elder current
#

In terms of cinematics production

#

Also can unreal 5 as of right now be able to make cinematics? Cause I really want to use it for one of my projects!

simple comet
#

I am working on a cinematic in Unreal 5, Will post it soon

simple comet
#

@elder current @hot sun Its literally my next topic of my video, i think u will like it!

barren lagoon
# simple comet But in post its screwd up, any idea why ?

personally, i have had lots of issues with strange artifacts and whatnot when setting my temporal sample count to anything higher than 8 and setting my AA to “none” in the MRQ, though i am on 4.25 which could be the cause. perhaps this could lead you on the right track?

#

ideally, you’re gonna want to use cinematic scalability. i’d avoid not using it if possible.

simple comet
#

I got a temporray solution which was turning off the cinematc scalibilty and fixing some issues in post, but it comes up again when the scene is moving

#

and yes i am using ue5

barren lagoon
#

ah ue5? man that’s a separate beast entirely, not sure how i can help you there 😅

#

just bear in mind that 5 isn’t production ready, so you’re bound to run into some issues here and there 🙂

simple comet
#

hahah, the beast is OP, but kind of unknown in some places...but soon we will hunt those down too

barren lagoon
#

^^^

simple comet
#

UE5 is far from production ready atleast 2 years i think, but if u know what ur doing, u can take those risks!

hot sun
# elder current In terms of cinematics production

You can do just about anything in Unreal, because in addition to having a broad set of tools, you can also import FBX and Alembic. Many pro shops (including Epic) animate in Maya and do VFX in Houdini and then just use Unreal as a staging area and a real-time rendering engine. Re UE5, it seems capable of everything you'd need for cinematics, but it is inherently unstable. Epic has said explicitly that it is expected to eat your projects. It is not ready for production. It's like shooting a music video on a construction site that's built halfway over a cliff. Looks cool, but not reliable.

hot sun
hot sun
elder current
#

Thanks for the help!

elder current
simple comet
elder current
simple comet
#

hehe thnx

quick portal
simple comet
#

Nope, Translucent materials are not yet supported for Lumen Reflections. + I am not using Nanite here.

ember patio
#

Guys I need help fast. Im using an animation blueprint in sequencer to render with movie render queue. This was working fine up until today where movie render queue is no longer playing the animation blueprint and now it is just using the frame that sequencer was last set to in the editor. please help.

#

To be morepreicse my animation blueprint slot node is working in the editor but when i go to render with either sequencer or movie render queue the slot node does not do anything and it just uses the last sequencer frame that was in the editor

lament plinth
#

I'm a newb in UE. Can someone tell me how to render a scene? When I try to render this UE5 demo sequence I made It always renders a camera I didn't use in the sequence at all. Any idea why?

modest estuary
#

you are real ultimate immersion

#

I am your fanboy i love your resourcepack 😄

#

sorry for fanboying here

cloud lion
#

Hi. Is there an option to animate the toggle visibility of a mesh through sequencer through keyframes throughout the timeline?

I right-clicked a track and clicked "Convert to spawnable". It works super cool, but I CANNOT SAVE MY SEQUENCER if I do that.
It says:
"
Can't save ../../../../../3D CSGO/ForUE5Port 5.0/Content/Inferno-1-awpSeq.uasset: Graph is linked to object SceneComponent /Game/Inferno.Inferno:PersistentLevel.Actor_0.DefaultSceneRoot (AttachParent) in external map
"
Graph is linked to object in external map? What does it mean? It only occurs when I convert a track to spawnable.

lament plinth
gaunt gate
#

Hi everyone! I want to synchronize a recorded video file (with included timecode track) with other recorded data (e.g. fbx file with timecoded events like livelink capture for camera movement) to replay a recorded scenario in sequencer, without manually moving the video track to the frame-correct start position. Has anyone done that before? Or is there a way to simulate/replay aja/blackmagic input from file? I'd appreciate any hints, ideas, thoughts 🙂

(Disclaimer: I have also posted this in virtual-production, as I don't know where this belongs best)

Additional info: I have skimmed through UE doc and various youtube videos, all I can find is using live input sources. Another thought: would it be suitable to derive a mediaplayer which is also a timecode provider? Or would it be suitable to write a sequencer import format to position the video or a trigger on a track according to embedded TC? Any thoughts on this?

Thanks a lot in advance, people! 🙂

green cloud
#

Hey all - does anyone know why this section in the cineCamera is gone if placed inside a BP? It's there if placed inside the world directly.

hot sun
hot sun
visual gorge
#

When I play a level sequence ingame, is it possible to see the currently played sequence and time in the Sequence Window?

neat night
#

can anyone help me with this? I got the problem with Level Sequence nested in another. Camera Cuts unlinked themselves somehow.

#

This is the original Level Sequence

quick portal
neat night
#

@quick portal The first screenshot is when I went inside the Shots (double-click the Shots)

#

all Camera Cuts are unlinked/unbinded I don't know, it seems happen to me when I update to 4.26

verbal oyster
#

Hi there, I have a big problem when exporting my audio out of the sequencer. It crackles and pops a lot, like if it has some audio drops. Any fix for that?

#

You can hear it at the beginning and at the end

verbal oyster
#

Found it! I had an audio track, the dark background ambiance, that was way too high, it had a volume of 5. It caused the levels to clamp and caused this crackling sound when exporting.

quick portal
verbal oyster
#

well, I don't like that option. X)
Sound cues, attenuation, sound occlusion, and runtime procedural sounds are so simple and flexible to use. I can build some reusable systems in blueprint, and use it for multiple projects. I can use anim notifiers and duplicate the anim without thinking about redoing the sound again. I see that epic cares about the sound, they always tried to improve their audio engine and the audio workflow in general in Unreal. So I believe it will eventually get more stable for exporting.

quick portal
sour wagon
#

does anyone know if its possible to exlude objects/materials from exposure and tonemapping?

hot sun
robust quarry
#

Hi guys! Can anyone tell me how can i make my characters execute events inside them while recording a sequence with a cinecamera ? I mean my characters have some events that i want them to execute while i use the sequencer but for some reason my characters are frozen and they don't even execute any events inside them

hot sun
robust quarry
drifting vale
#

Hey guys, I'm having an issue with blending back into my gameplay camera from my cinematics. Blending generally seems to work okay, I've even gotten blending to work on dynamically positioned stuff through childing cameras. However I've noticed I get a VERY choppy blend to a dynamically positioned gameplay camera if I position it by setting it's position via tick. How might I get around something like this?

barren lagoon
#

hey @hot sun, can you think of any reasons why the sequencer doesn’t simply always auto size the shot track with the camera cut track inside it? like, why would i ever want the two tracks to be different lengths? having to right click and auto size my shot track every single time i fiddle with the camera cut track within it is just a hassle.

hot sun
lament plinth
lament plinth
#

Is it possible to make camera slide with constant speed from start to finish? Not like default where it has a slight acceleration at start and slight decay at the end.

wide cradle
#

In the curve editor, set the key interpolation to linear, you won't get an ease-in/ease-out effect that way.

#

Anybody know if it's possible to set key frames during playback? As in, I hit play, I move a cube around, and as I do, key frames get set on each frame? Like a puppeteering functionality

hot sun
# lament plinth Is it possible to make camera slide with constant speed from start to finish? No...

Linear interpolation will do the job on a straight move. If you want to have constant speed on a curved camera move, drop a spline into a blueprint, make the path for the camera using the spline, and then link the camera to the spline using a path track in the sequencer. The path track moves the camera down the spline with constant speed. If you want to do fancier moves, there's a slightly more advanced way to configure this -- I'll be happy to explain if it's of interest.

hot sun
wide cradle
#

Ah, found what I was looking for, Take Recording or Sequence Recording :)

gusty tulip
#

Sorry for the newbie question but as I play a sequence, none of the morph targets tracked work, unless I go and click Play Level. Is this normal behavior or there is actually a way to avoid playing the level and just have the sequencer command morph targets on its own? Thanks

lean hedge
#

what the heck is the trick to adding a value in between these keyframes and changing it and having the transition adjust accordingly.

lean hedge
#

Its just the Z axis on my camera. I ended up redoing it all lol

hot sun
lean hedge
#

thanks for the heads up that'll be useful next time 😄

daring fjord
#

first time building a scene and creating a short movie, any tips would be appreciated. i know about the books being misplaced lol

rigid agate
#

Anyone able to go over playing .mp4's for cut scenes while exporting the projects to PS4/xbox/pc/switch? Like what formats do we need, or is there settings within unreal to have one or multiple formats? Thanks in advance

barren lagoon
#

is there a way to smoothly rotate the camera in the viewport when you're piloting it?

#

anytime i rotate it, it's very snappy (very obvious with high focal lengths)

hot sun
# barren lagoon is there a way to smoothly rotate the camera in the viewport when you're pilotin...

I highly recommend the 3dConnexion Space Mouse It's about $150 at Amazon, and it gives you amazing control over the viewport.

https://www.youtube.com/watch?v=4WBTJhXpnsc

SpaceMouse Wireless offers you the functionality to navigate efficiently in 3D applications anywhere. Shop safely on our UK online store.

A 3D Connexion SpaceMouse 3D mouse can provide more control over your camera while 3D modeling. While it's not something I use actively while modeling, I love using it to explore my model and find perspectives not easily obtained using a traditional mouse.

If you're interested in purchasing one, the SpaceMouse Compact is an updated version of ...

▶ Play video
barren lagoon
#

quick question, you wouldn't happen to know of a simple way to disable camera shakes would you?

#

anytime i try rotating the camera, the camera shake in sequencer screws with the rotation

#

so i have to right click, deactivate all the time

#

bit of a pain

bold patrol
#

I'm tracking about a dozen metahumans (all forced set to LOD7 though) and giving them animations in sequencer. Without playing the sequence i get arnd 40FPS but playing the sequence i get an average of 10. Anyone know how to play sequence smoothly? Specs RTX 3090, 5950X

hot sun
barren lagoon
honest crescent
#

Hi guys

#

Those of you who switched to ue sequencer from maya sequencer workflows, is there any training you would recommend to learn it as fast as possible?

hot sun
honest crescent
#

thanks Mike

barren lagoon
#

yeah, literally all you need for a fundamental understanding of sequencer is the official videos in the learning hub and on youtube

#

imo, sequencer is pretty easy, what's difficult is being a great cinematic producer

mystic shuttle
#

Hey everyone, A looping animation asset in my scene stops in the sequence render!

#

What can I do?

#

And it seems they only stop in hq renders with AA. I know it sounds weird but yeah

quick portal
#

Set the offending skelmesh animation mode to custom mode, and play the anim sequence in Sequencer instead.

mystic shuttle
#

Interesting

gusty heath
#

I'm not sure if this is the best place to post this (may be more appropriate for cpp), but...

I've been trying to find a way to record/render/capture videos of the level, at runtime.

I've ended up at UMovieSceneCapture, which sounds promising but I've been unable to actually capture anything.
The documentation essentially amounts to a list of variables and functions, with very little explanation as to what they do, how to use them, or in what order.

Am I correct in thinking that UMovieSceneCapture can be used to create videos (or, at least, a sequence of images) at runtime (I've fallen for this trap before, with the Take Recorder)?
If not, is there another (ideally simpler) alternative, that would achieve the same goal?
Baring in mind that it needs to be executable in runtime, so just clicking the clapperboard icon in the Sequencer and then Capture Movie isn't an option, although if anyone knows a way to essentially do this in runtime, perhaps from a blueprint, that'd be great.

If I am correct about the intended function of UMovieSceneCapture, would anybody be able to direct me to a more comprehensive guide/tutorial on how to use it properly?

Thanks

quick portal
gusty heath
#

Yeah, I tried the Render Queue previously, but I couldn't get the runtime implementation to run without crashing.
The tutorial for that one is a little better (in that there is one), but it still skips several crucial details

magic dragon
#

Can someone tell me how can i blend animation from only one bone to the rest of the animation in sequencer?

#

I basically want to use animation from body and separated animation

undone geode
#

Hi guys. Feel like a noob sometimes with lighting.
I need my Skyight to be able to alter ambient lighting in an interior scene at runtime. Using fully baked lighting and my actors are all Static. My Skylight is Stationary.

After baking my lightmaps when I adjust either the Intensity or Indirect Lighting Intensity on my Skylight nothing happens.

What am I missing?

trail oasis
#

Movie render Queue --- When I choose a level sequence to render out some layers (first time trying this) the camera animation does not come along with it. Has anyone else experienced this problem?

trail oasis
# quick portal I haven't tested things for it, but do want to implement such feature in the fut...

This will explain the movie render queue to you - https://www.youtube.com/watch?v=QUyznLlnchA

Stencil Layers are a fantastic addition and a worthy competitor/replacement for Object IDs/Cryptomatte (at least in its current state).

Links:
New Instagram:
https://www.instagram.com/williamfaucher.vfx/

Twitch Stream where Epic states their render layers will never be perfect:
https://www.twitch.tv/videos/882486232
(see 02:38:21 mark specific...

▶ Play video
quick portal
trail oasis
#

Oh sorry I just skimmed that comment I mistakenly thought you were asking for help with that.

ebon nimbus
#

Hi all, new to Sequencer here. Just wondering is it possible to change values in the Level Sequence at Runtime? Thanks!

robust quarry
#

I want to ask everyone something about sequencer in ue4.
How do i activate this event inside the third person character blueprint from the sequencer? I mean i want this to activate from the sequencer but i dont know how to do it

hot sun
robust quarry
#

Yes

trail oasis
barren lagoon
#

holy shit Mike thank you. i was shocked to see that there is literally zero documentation for the event track. gonna watch that ASAP.

hot sun
#

You're welcome. The video makes it pretty clear how to use the Event Track, even though there are a few steps to make it work.

stuck bramble
#

Hi everyone. I'm trying to render using the Movie Render Queue. I have a scene with some water jet particles (found the particles randomly, not sure how they are created), and when rendering with the MRQ, it is not rendering the particles.

#

Top is screenshot of the viewport, bottom is render

hot sun
lyric adder
#

Tech demo showing billions of triangles at zero cost, with Nanite and Lumen, on RTX 3070, in UE5.
Using the Nordic Coastal assets from Megascans, with gravity simulation for some rocks.

Follow me on Instagram: https://www.instagram.com/parall.peak/

▶ Play video
hot sun
barren lagoon
#

could of course also set up a virtual camera if you have the equipment

#

personally i'm just using cubic keyframes + camera shake BPs

#

i did purchase the realistic cam shake plugin from the marketplace however, gonna get around to using it at some point

quiet spruce
#

Why do I get seams like that after Rendering with multiple samples in Movie Render Queue?

quick portal
quiet spruce
#

@quick portal its disabled in project settings, Post Process Volume is disabled, In CineCamera settings it's set to manual

quick portal
quiet spruce
#

@quick portal not sure where to find the current settings. Now i've set r.screenpercentage to 100 and checked the box in CineCamera and left it at 100. Still having same seams

quick portal
quiet spruce
#

all set to cinematic

#

If I render with only 1 sample there are no seams, but the resulting image is pretty bad

devout fern
#

Quick question: in the level sequencer, is it possible to see the timeline in motion when playing in editor?

mighty pecan
#

Is there a simple way to align an object to it's movement direction in the sequencer? E.g. if im moving from 0.0.0 to 0.0.10 rotate it by x- degrees upwards?

rare folio
#

Hi, I'm trying to export my sequencer camera to maya so I can track a null in After Effects. My problem is that my camera in unreal is using Look at function, and those rotations don't get baked on export automatically so that makes it impossible to track an object in my case, does anybody know a way around this?

sterile nest
quiet spruce
#

I rendered without it, then tried with 10 tiles

#

same result

#

always have some tearing

#

tried with 4-8 tiles, nothing helps. Its not really visible, but if u zoom in you can see it

#

but we need it for AI training, so artifacts are not acceptable

sterile nest
#

And you said when you put the temporal sample count to 1, they were gone but the image was obviously bad.

quiet spruce
#

the one aboth temporal count too

#

whenever i have more than 1 sample i get this

#

rendering in 1920x1080

#

tried super sampling

hot sun
# quiet spruce the one aboth temporal count too

I don't know if this will help in your case, but I found some problems are solved by using default render settings, using Movie Render Queue rendering to PNG at 4x size ( 7680 x 4200) then take it into Adobe After Effects and render down to MP4 at 25% size. Some artifacts don't show up at 4x, and Adobe's subsampling is much better than Unreal's internal system. YMMV.

agile hornet
#

Does anyone know, why character in sequencer has proper rotation but when I render out a video hes rotated 180 degrees and runs backwards? I used sequence recorder to capture data.

#

Been trying to fix it all day.

barren lagoon
#

something to bear in mind is that when the sequencer/MRQ renders, the engine is essentially going into PIE. perhaps you have something weird set up with your spawns when you go into PIE? something to look into maybe, hopefully someone here has a more in-depth solution :/ @agile hornet

agile hornet
#

@barren lagoon i ended up rotating character inside blueprint, which is a hacky fix, but the only thing i could think of

#

😦

trail galleon
#

Hi all.

#

Anyone in here doing cinematic in UE5 up? I always wanted to make cinematic movies in unreal, and I'm looking for some advice on if i'm starting out the correct way.

torn sleet
#

Hello everybody. I'm trying hard to find any tutorial to help me creating a dynamic Crime Investigative and action story based Third Person game of in which the camera follows the player like seen in some TV Crime series where the cop is followed by another one whose bodycam becomes the point of view of the game in a sort documentary style but capable of switching view depending on the events, the scene and the situations, which can make the action more realistic and immersive. I've tried using the Third Person Story asset given for free this month but I didn't feel at my ease with that to do what I had in mind so I'm trying to achieve that o my own. Sorry for the long message. I hope somebody can give me any hint, like a suggested tutorial or even asset I should look at. Thanks in advance.

#

I forgot... the most important thing I was trying to figure out, at this point, is if I should stick with the normal Camera or if I should rather go for a Cine Camera component.

quick portal
torn sleet
#

@quick portal I know only Quantic Dream from playing the old cult "Omicron - The Nomad Soul" 15 years ago . Anyway I just have my own idea based on the lots of crime movies and series I've seen in almost 40years, didn't mention all the details... the game itself is an hybrid between "Pink Panther", "The Party" and the "Columbo" series all mixed with most recent titles like "The Rookie". My issue is rather more from a technical point of view, since I'm rather new with the engine and gaming development in general, so I'm looking for anything that can help me to turn into reality my ideas. from that point of view.

#

What I've tried so far is using two Cine Cameras... placing one far from the player for a pure 3rd person large view and one placed closer to the player, like a second cop was right behind, for a 3rd person closer view but for some teason I got stuck in a 1st person view which is something I personally hate in games because causes headache and even nausea in me after a few minutes.

eternal verge
#

Hello, everybody, I'm working on an anim sequence using sequencer.
I spawn an actor in this sequence and play an animation on it.
However, the actor always flashes for a frame at the place where it gets spawned before its animation starts. (the animation is this actor walking toward its spawn location)
Has anyone else seen this issue before and if there's a fix to it? Thanks!

hot sun
willow fiber
#

Hi, Has anyone been able to figure out ho to do lens distortion please?

fervent violet
#

is there a way to animate material parameters in sequencer?

#

nvm found it

cyan parrot
#

Can someone point me to a tutorial that shows how to blend from one camera to another on sequencer?

placid scaffold
#

Hello, anyone familiar with sequencer can tell me if there's a shortcut to show only tracks with keyframes on them? Similar how U works on After Effects.

ripe swan
#

Is there any way to record a sequencer take while playing the game?

crystal oyster
#

@ripe swan Yeah i think this is possible! This might require some basic multiplayer setup if i remember correctly? You should find plenty of resource regarding gameplay capture with sequencer

#

So is it normal that the engine crashes if I try to cache a pose in the anim bp that plays a sequence animation in an animation slot before the cache happens?
I get this Crash reading:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

ripe swan
wintry wave
#

Cant get keep state to work on a sequence. Thoughts?

#

The spawnalbe actor just disappears at the end of the sequence.

wintry wave
#

Anyone else have this issue before?

hidden osprey
#

hi, can anyone help me with Sequencer? I made a camera sequence around a small level segment (testmap) and I exported then imported the camera sequence (only the camera flying route) to the main map (which also has that area from the testmap), but seems like there is no way to change position of the whole recorded camera sequence. It appears on the main level maybe 50meters away from the place I want it to be. I might be doing something wrong, but seems like I can not select the whole recorded sequence, just the individual keynotes. I hope there is s a way to select the whole camera sequence, and move it to the proper position

hushed terrace
#

Hey! I wanted to create a fractured mesh in Houdini and then import it into UE4. Is the way to do that to export as a bunch of smaller meshes and then use the APEX destructible mesh plugin and then trigger through collision or is there another way to have more control? I am just looking at my options. I'd like to make a cinematic with a particle system destroying a building.

loud bane
#

Hope this is the right section for this - Can you scale a camera shake that is currently playing between values?

agile hornet
#

Did anyone ever had this issue before: you record yourselfp laying with sequence recorder but and when you play it back - it's fine. But when you render out a video - rotations are not being output at all. Character completely ignores them and just runs backwards.

#

all the keyframes are there, they're just not being played at all

median sparrow
#

Hello there, i have 3 mp4 vids and i need to add them as intro, outro and middle cutscene in my level, does anyone would be able to help me with this one? im pretty new to unreal pepehoodie 🆘

cosmic narwhal
#

Hey, i have a character where i want to record his facial animation truth livelink with the ue app. how can i record it? anyone has an idea or tutorial?

ripe swan
#

Why is sequencer and Take Recorder so damn hard to work with? I record something in game and none of the properties carry over like when you spawn something or trigger a niagara effect in game it doesn't work in the Sequence you recorded....

#

There must be a better way to do this

fervent violet
#

is there a way to trigger an event in niagara through sequencer?

ripe swan
#

Yea, but I'd rather not do it manually... there is a lot of stuff I already do in code to trigger it and then face it in the right direction

#

Why would I want to do that all over again for a scene

#

I wish there was a better just record what I did and put it into a nice sequence for me

quick portal
#

Matinee used to have gameplay recorder (and it's a reliable one).

ripe swan
#

Is that completely deprecated now?

#

We need an Epic dev in here to straighten some of this stuff out

fervent violet
#

well i want to be able to do it manually lol

#

but i guess setting up a blueprint for my prop probably would have been smarter

ripe swan
#

Well if take recorder worked worth a damn you could record it and modify it in sequencer

fervent violet
#

yeah it do be kinda busted tho

#

though i do like that you can add tracks for things modularly

ripe swan
#

Yea it has “some” upsides but generally pointless for existing gameplay recording

#

You can tell they haven’t put many resources into it

quick portal
#

I don't think Take Recorder was intended to record gameplay in the first place MinakoThink

ripe swan
#

But it does just that? What else is it for?

#

It converts your character bone movements into an animation to be played back and captures spawned things as well

#

It just doesnt track anything on those spawned actors properly. Niagara systems and material instance changes are extremely important and arent recorded

#

Its only bare bones

quick portal
#

For starters: Take Recorder is categorised under Virtual Production, and has following description:

A suite of tools and interfaces designed for recording, reviewing, and playing back takes in a virtual production environment.

#

It was for virtual production, where a mocap actor could record themselves doing something and have the results printed into Sequencer.

Having the ability to record "gameplay" is a by-product of that intended virtual production use case, more than actually meant for recording gameplay.

ripe swan
#

Well it may not be advertised as such but there are features included into take recorder specifically for capturing real time gameplay spawning of actors and gameplay playback in general.

#

It’s just half way there. It’s like the features they offer let you capture certain changes but not others

quick portal
ripe swan
#

I don’t think I’m understanding your point. Take recorder is meant for recording what happens when you press the play button

#

Call it gameplay or not that’s literally what it does

#

It’s meant to replace sequence recorder and it has the right start it’s just feature incomplete and buggy. I thought unreal would have an easier solution for creating cinematics from gameplay

ripe swan
#

If only Matt Hoffman were still here to answer 😦

hidden osprey
#

I made a camera sequence around a small scene area (on a different level) and I exported then imported the camera sequence (without meshes, only the camera flying route) to the main map (which also has that area), but seems like there is no way to change position of the whole recorded camera sequence.

It appears on the main level maybe 50meters away from the place I want it to be. I might be doing something wrong, but seems like I can not select the whole recorded sequence, just the individual keynotes. Is there a way to select the whole camera sequence, and move it to the proper position?

placid scaffold
#

@hidden osprey I belive you can attach the camera to a dummy and place it where you need. The position/rotation/scale will be relocated to the dummy position instead of world 0 so take that into account.

#

Is there a way to see the whole frame from the preview when rendering a movie? I only see a cropped part and it might be useful to monitor the whole thing in case of errors etc.

undone geode
#

I'm troubleshooting lighting. After deleting all your lightmaps with
Force No Precomputed Lighting
and doing another bake you still have lighting contribution from your Volumetric Lightmap.

Is there a way to toggle this on and off, perhaps thru the command line?

stable jacinth
#

Hello! I am new to Unreal Engine. I am an animation student working on a short animation in Unreal. I'm just having troubles rendering on Movie Render Queue.. I would like to render with a burn in but my issues are: if outputting with png it will only render 1/10th of the master sequence... when I try exr it renders all frames but without the burn in (even tho I have it enabled). Does anyone know what could be happening? I'm just trying to render so that I can work on an animatic in Davinci Resolve.

fervent violet
#

im trying to use pre and post infinity on a skeletal animation track in sequencer but it doesn't seem to do anything. Anyone have a solution?

#

just keeps joing back to rest pose

#

or does this only work with transforms and such?

undone geode
#

Using 4.27 to render out several shots (680 frames) from Movie Render Queue.
Part way thru the rendering completely stops and either hangs the editor or the entire desktop forcing a reboot of my machine.
I have Task Manager open to monitor vram usage but that doesn't seem to be the issue. I see a Status of 'Not responding' for the editor with only 4% CPU utilization.

How can I troubleshoot this?
When rendering hangs in this fashion is there an error log somewhere?

rugged sentinel
#

Anyone know if it's possible to loop Sequence Camera Shakes? Trying to use one for subtle idle head movement for the players camera.

hot sun
wet harness
#

heya, does anyone know of strategies to select media files on my computer at runtime? ideally id be looking for resources on selecting the files in a file explorer, but id also appreciate ideas on doing it by replacing the files in content/movies

oblique karma
#

Hi, has anyone tried using take recorder to record Metahumans during gameplay? When I replay the sequence it looks completely deformed as if the origins or transforms were all off.

junior dawn
#

Hello All, I'm having an issue with the root motion in cutscenes, it look like it's not looping if I strech out one animation. I can fix it by creating few animations one after the other, but it's not the best solution. I must be doing something wrong

snow hamlet
junior dawn
#

It works if I paste the same clip few times, but it's not ideal

#

and forcing root look remove the root motion

barren lagoon
#

would anyone happen to know of some method/hardware that would allow me to control the translation of a camera and its focal length simultaneously?

hot sun
# junior dawn It works if I paste the same clip few times, but it's not ideal

AFAIK, Unreal won't let you auto-loop root motion. The solution I was taught is to manually repeat the animations in the sequencer and offset the skeletons to match so the mesh switches skeletons without a blip. I found that if you take time with the first copy and get the root motion offset of the skeleton as perfect as possible, the subsequent copy of that animation will be in perfect registration as soon as you duplicate it in the sequencer.

https://cdn.discordapp.com/attachments/754088749700349984/835972582766936124/RootMotionSolved.gif

junior dawn
hot sun
junior dawn
#

A new toolset within Sequencer enables you to create, modify, join, and blend animation assets in order to quickly create new cinematic animations for virtual productions and games.

Features Include:

  • Blending root motion of skeletal animation sequences

  • Joint matching for better blending and placement

  • Skeleton animation preview for ...

hot sun
#

Yes, but AFAIK, you still have to manually offset the root motion for the transitions.

gusty heath
#

Hi all, I'm having an issue in UE4.26. I'm very new to the program, so stick with me. I'm using the movie render queue to try and generate an acceptable video, but in my tests it looks like the center of my frame is somehow overexposed, just generally brighter at some times. It kind of looks like a yellow bokeh/smudging. Based on the settings I'm using, I really can't figure out the cause. I'll post my video and screenshots of what I believe would be the only relevant settings.

#

I started by following a youtube tutorial for high quality video output, then removed a lot of settings (see the grayed out console variables) when it took WAY too long to render.

#

Even if you can't solve my specific problem, I'd really appreciate some advice on how I can make my render look a bit better

#

Side note this is my first Unreal project in general lmao, so if you see anything that looks like crap let me know!

hot sun
gusty heath
#

This is in the "details" tab of the camera I'm recording from

#

I don't have any options enabled in the post process tab at all

barren lagoon
#

in the PPV, try ticking the lens flare intensity box and setting it to zero. hopefully this solves your issue. @gusty heath

#

perhaps try doing the same thing to bloom if that doesn’t work

gusty heath
#

I'll report back with results once I can try it out! I appreciate the suggestion

brittle saffron
#

Not really sure where else to ask this since there isn't directly a "Video" channel. I'm wondering if anyone in here has any experience with the Media Player. In packaged, some users are experiencing issues with h246 encoded MP4 files not playing.

quick portal
barren lagoon
#

does anyone know of a way to make it so when i let go of right click when piloting a camera, i don't click on an actor within my scene?

#

it's incredibly annoying when i accidentally click on something in my world that's also in my sequencer, cause i have to scroll back to where i was in the sequencer

#

it's just really finicky

hot sun
# barren lagoon it's incredibly annoying when i accidentally click on something in my world that...

Best answer - buy a Space Mouse. Second best answer - when you select something by accident just hit the ESC key and it deselects.

https://www.amazon.com/3Dconnexion-SpaceMouse-Wireless-universal-receiver/dp/B079V367MM/ref=sr_1_2?dchild=1&keywords=space+mouse&qid=1624485912&sr=8-2

barren lagoon
#

you're really gonna convince me to buy it aren't you 😅

#

truth be told i may be getting an ipad at some point, i've had enough of keyframing

hot sun
frail moss
#

anyone know how to remove the red lines around my character mesh? im trying to get cinematics for my game but these red lines arent doing it

fathom gull
#

Set to hidden

ripe swan
gusty heath
#

Any idea what's happening to the grass between these two frames and how I can try to fix it?

#

For reference, it gets black as the camera approaches the ground

snow hamlet
#

The command line to disable this type of shadow culling is: r.RayTracing.Geometry.InstancedStaticMeshes.Culling 0

trail galleon
#

Hi all.

coral oasis
#

Hello people! I am having a problem with sequencer, I have a bunch of lights animated trhoughout the sequence. Some of them have animations for them to turn on and off in different shots, everything seems on time and good when I play realtime but when I render the lights take 4-5 frames more to change.. like if there was an offset on them while rendering, this doesnt show on the preview before rendering. Any idea what can be causing this? frame range issue?

fringe sapphire
#

Hi, if I use theMovie Render Queue, pngs are empty (fully transparent). Is this a Bug? Any workaround? Jpgs work.Thx

peak current
trail galleon
peak current
#

so maybe some roughness, but if i were you id use a wood mat. for the cabinet and for the door, make it a different color, or make so it actually looks like a door instead of a white rectangle with a hole in it. if you need more help dm me

trail galleon
#

I have not add any texture to the models yet. it was just a test render.

shut gazelle
#

There is an issue where if i export from the built in sequencer, the rendered output is 4 times faster than its supposed to be no matter which FPS i use, how do i solve this?

peak current
#

its probably the playback speed of what ever you are using to view the file

trail galleon
#

I'm still working on the UV's for my models. I have a new more props to model to import into UE so i have not had time to make the UV's yet.

#

I'm trying to find out if the mesh is model correctly for the UE to make use of it.

hot sun
hot sun
barren lagoon
#

yup, i'd wager it's an interpretation issue you're having with Premiere/Vegas/etc. be sure your import is interpreted at the same FPS as what you rendered at. @shut gazelle

fringe sapphire
fringe sapphire
#

I just took a look at the pngs in Photoshop - there is no alpha channel all. The pngs are completly empty.

trail galleon
#

Can anyone cinematic artist in here give me some pointers in creating props for UE? I'm new to all of this, and not sure what I'm doing, or if the models i create are high poly enough for the scene.

supple summit
#

Hello! I have a quick question about sequencer: I created a sequence and a CineCameraActor. When I play the level, the player starts at wherever I have my camera in the editor. How can I "possess" the cinecamera?

supple summit
#

so just set the camera as the view target then?

#

because when I do that, the camera jumps

peak current
#

wdym the camera jumps?

supple summit
#

I just tried it again and it seems the camera isn't the issue, it works like this

#

thanks

supple summit
#

this though.. Can I get rid of that 21 items somehow?

#

it's driving me crazy

shut gazelle
#

@barren lagoon @hot sun I am using the sequencer export because i get a black screen when exporting composure using the movie render quene and yes my playback app is at the right framerate

cyan tiger
#

Hi everyone, wanted to share the recent sequence from the cinematic . . "Simulation" Indie Sci-Fi FPS Game https://www.artstation.com/artwork/oAk1GJ lost some files as they dissappear when it crashes on the restart anyone else experiencing this? On I7 RTX 2080

ArtStation

Finally, I can share what I have been working on in my free time & weekends for my passion personal project "Simulation". Since the first day, I've downloaded UE5 early access, I've been studying the animation tools and the sequencer. The project is entirely created with Unreal 5 and I did the color grading and compositing in After Effects. I di...

regal urchin
#

How did I do this and how do i get rid of it?

#

It burns into my sequence

#

I’m sure I just hit a key…

glacial skiff
#

How can I orbit the camera so it rotates around the object?

fringe sapphire
#

Hi, is there a way to keyframe the rotation of a Rig Rail.? Atm the set keys get ignored.

supple summit
#

Hi!
I've created a cut scene with sequencer and rendered it out but the audio file is empty.. is there anything I need to do to capture?

supple summit
#

I started the editor with -audioMixer (I can see that applied in inherited command line arguments)

#

I also enabled the sound utilities plugin

coral oasis
#

Hello! Can someone help me please. I am having a problem with sequencer, I have a bunch of lights animated trhoughout the sequence. Some of them have animations for them to turn on and off in different shots, everything seems on time and good when I play realtime but when I render the lights take 4-5 frames more to change.. like if there was an offset on them while rendering, this doesnt show on the preview before rendering. Any idea what can be causing this? frame range issue?

gusty heath
#

I think I'm adding to a growing list of questions here, but I am curious...

#

In the viewport, I have AO visible

#

However, upon rendering, the AO is all but gone

#

Am I missing an option?

#

Now that I look closer... It may not be an AO issue. It almost looks like the shadows are somehow just boosted way up, removing contrast from the image

hot sun
hot sun
hot sun
regal urchin
#

@hot sun do you know what I did above 👆 with the baked in overlay?

#

It’s burning into my clips

hot sun
regal urchin
#

@hot sun yeah I’ve been through the shortcut sheets, YouTube tutorials, so far no luck. Thanks for answering

gloomy garnet
#

Hello cinematic friends. . . So,
When Rendering my shots out of Sequencer, 80% of the time, I get that GPU render crash panel after a few frames of process.
I'm rendering 'HDR passes' out of Sequencer, 1920x1080, w/ Rec. 2020 compression. CineCam settings: Ray Trace GI, 64 samp., Brute Force. No RT reflection, AO and DOF enabled. And a 'warm up frame count' of 5.
I also have 'Virtual Texture Support' enabled in my project settings which helped for some shots.
Some make it through, but not most. I have tried what I can to optimize shots to no avail. . .
Seq has been my plan B'. . .
I've tried the 'Movie Render Que'. Although giving higher rez images, it creates many artifacts. Like stretch blurs in images between CiniCam cuts, double exposure frames from Anti-aliasing and dropped effects I keyed in Sequencer. . .
Any other suggestions or solutions from your experiences or from UE would be greatly appreciated.

coral oasis
#

Hello again, hope you guys can help me, I have this scene that I am rendering through sequencer, I have lights and atmospheric fog that I needed to change from shot to shot to to suit my lighting needs. I am having a problem where I would preview my sequence on the viewport and then everything would be just fine, timing is fine, everything seems alright, but when I render everytime there is a cut to the next shot we are able to see the lights changing, like if the lights were offseted in the timeline, I was making sure I keyframe right before the cut and after to avoid any changes. I am unable to find a solution, I am learning lighting on unreal engine and all I want is to find answer to this but havent had success. When I run the sequence on the viewport it seems to be running at the correct FPS. Any idea, suggestion recommendation would be appreciated.

gloomy garnet
#

@coral oasis - Sounds like your lights moving between key frames in sequencer. You need to make sure and key each light's position at the beginning and end of each cut, or shot. That way your lights are in the right position for each camera shot you have set up.

supple summit
coral oasis
supple summit
#

I'll try with Resolve tomorrow.

#

Anyone know if audio is fixed in the sequencer on ue5?

gloomy garnet
#

@coral oasis - Okay. Also check your curves in and out of the establishing keys. They may have a bend in them, instead of flat, or linear. At the top of the sequencer panel, you'll see a curve graph icon. Click that and you'll get a separate display of the light or keys you have selected and you can adjust them there. Hope that solves you lights issue. . .

final acorn
#

this is the start of my shot

coral oasis
coral oasis
#

So very strange, as I said my render its displaying the animation offseted.. 7 frames. If I go and move my keyframes 7 frames before it does the right thing on the render, no idea why, and it still looks correct on the viewport

#

is there any hotkey to grab all keyframes and move them frame by frame? so that I can offset everything.

gloomy garnet
#

@coral oasis - Ok, cool. After the new light position for each shot, is the out path flat or is there motion to the end of that shot? If the value is the same, your curve should be flat. If that all checks out, it could be light source from an effect or environment light. . .?

coral oasis
#

is there any way to offset all my frames by x amoun on sequencer? I did the test on just 2 lights. @gloomy garnet

#

I would like to understand why this happened though, no idea.

gloomy garnet
#

@coral oasis - There is a delay or warm up settings in the Sequencer output. you could check there. If your in the Movie Render Que, there are similar setting in the output setting as well. But honestly, it shouldn't effect positions of lights by that many frames. . . Sorry, if I couldn't be of any more help.

coral oasis
#

No worries it was very helpful, where can I find the warm up settings? I am going to check that too @gloomy garnet

barren lagoon
hot sun
regal urchin
#

@hot sun yeah I did, it seems to be related to the sequence cameras, but I will give it another look.

#

@final acorn you can add a keyframe fir your fire either an activate or ab show hide depending on the effect you’re using just drag the fire into the sequence, hit the plus sign and poke around a bit

final acorn
#

ahh ok, ty for the tip

gloomy garnet
#

@coral oasis - At the top of Sequencer, ya see a 'clack or take board' icon, to the right of camera icon. That's your render settings panel. At the bottom under the Animation tab, you'll see the warm up and delay settings. Check documentation to understand them fully. Although some help image quality, they may affect any other post lighting or triggered effects . .

supple summit
#

Oh man.. How do you guys handle sound? I have run a second pass on my sequence and captured it with Audacity and then put it together with blender but it comes out asynchronously.. The timing is slightly off. With other tools like Resolve the resulting quality is just horrendous.

It should be possible to render out the sound too, no?

snow hamlet
supple summit
#

@snow hamlet I've tried that feature but can't get it to work. At best I got an empty wav file.

snow hamlet
#

@supple summit Do you have an audio track in your sequence?

supple summit
#

What do you mean exactly? Yes, there's sound

snow hamlet
#

For example, if you had music or a sound effect you want to play at set point in the sequence, you would use an audio track.

supple summit
#

oh ok, that's what you mean

#

no.. I don't have that. I just have a couple of sound effects on my actors

#

@snow hamlet I think my problem is that I don't always hit exactly 60fps when I play it back later to capture the sound. So then the timing is off

final acorn
#

I have a problem with fire and smoke in my scene. when i render it out, the fire and smoke dosent loop through. Only plays a bit then completly stops as if its at the end of the sequence.

coral oasis
#

Anyone knows why lights would flicker in the render? is this mainly a low antialising sample issue?

peak current
#

bc if it then you have to enable it to loop

final acorn
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right now it stops on frame 76 and my sequence is a 24fps

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Do they have to be in my sequencer?

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they all have loop ticked

peak current
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go into your sequencer

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select the nigara component and add it to your sequecene if it is not alredy in it

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then once you do that right click to get the options like transform and stuff like that.

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there is an option that lets you loop your effect. I cant remember the exact name of it right now, but select that and you should be good

final acorn
peak current
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it should still work

final acorn
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the emitter is in my sequencer but dont see a looping option. i right clicked for the options and also searched in the track section

peak current
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huh

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thats wierd

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i was able to do that in an old project

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lemme pull it up and see whats going on

final acorn
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im also in ue 4 currently. rebuilt this project after trying it in ue5 last week

peak current
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i made it in 4.24 so i dont know what they changed

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i cant pull it up rn

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idk then

final acorn
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@peak currentHey i fixed it with some tweaking. theres a setting i found in the particles settings "Seconds before inactive" that i had to set to 0. default was 1 so after 1 second it would stop emitting i guess. but ty for the help

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only issue now is the render is super grainy

jade whale
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Look for a way to remove noise

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I literally have no knowledge of unreal but I think there should be a way to remove the noise

hot sun
shut gazelle
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Hello, I am trying to follow this tutorial https://www.youtube.com/watch?v=zZQu9f6U8zw I am only asking about the last part of the video where he exports it, when i export, the rendered video, if it is a avi or image sequence is 4 times faster than it should actually be

Can you use an iPhone to track your live-action camera within Unreal Engine? This is a step-by-step experimental guide to getting it to work. The setup works to some degree, but still needs some tweaking and experimenting to make it viable for production.

Some tutorials that I learned from to make this.

FattyBull's Composure tutorial
https://...

▶ Play video
coral oasis
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Hello! Anyone has any idea why a light would flicker on a render? It looks good when I play my sequence on the viewport but not on my render. I have high antialiasing samples. Don't know what else could it be.

gloomy garnet
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@coral oasis - On your lights, is the intensity animated too? Check those curve settings as well. Also, are there any objects animated in your scene that pass through the lights view. . . . ? If you are using ray trace, that may change the quality of your spot or directional lights as well.

coral oasis
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There's is no animation on that spotlight in the shot where it flickers. No animated objects passing by I'm either... no ray trace. Not sure what it could be. I'll double check it there is animated objects nearby. @gloomy garnet

hot sun
gusty heath
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how do i just set the view port as a camera actor for a main menu

dreamy hearth
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Does ANti-aliasing in movie render queue basically kill volumetric materials?

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because my volumetric particles don't show up on the render, but they do in the viewport

coral oasis
round plinth
frigid stone
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Hey there! Does anyone know how to bake a control rig to animation on the body as well as baking another control rig to the face at the same time? It seems that I have to pick one over the other. If I bake a control rig to a facial animation then I no longer can edit the control rig on the body animation. I just want to be able to adjust both so I don't have to create a new animation sequence each time.

ripe swan
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Really random question, although it does pertain to cinematics... what's the best free software out there to convert the movie render queue image sequence into a video, add music, and add other video clips?

coral oasis
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Hello, any reason why movable lights would not cast shadows? is there any setting that I need to enable or soemthing?

hot sun
quick portal
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Shotcut is also a decent free option.

regal urchin
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@coral oasis moveable lights have lots of rules they can only have 4 overlap, and they are expensive… the subject you are shooting may not have cast shadow turned on

coral oasis
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thanks you., I thought that rule was only for stationary lights

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the movable light overlap can also somehow make the light flicker on the render? @regal urchin

quick portal
hot sun
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Stationary lights: "Stationary Lights are limited to a maximum of 4 being able to overlap at one time. Once you have 5 or more Stationary Lights overlapping, the one with the smallest radius will start casting dynamic shadows, which have a higher performance cost. "

jaunty crater
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and movable lights are not limited to 4 just stationary

jaunty crater
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something on my to-do is improving the amount of streaming texture pop in when changing the View Target. I know I can disable texture streaming on the fly for a mesh ahead of switching, but have I missed a way to do it without disabling texture streaming?

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not strictly cinematics (not using sequencer) but thought folks here might have more experience

gloomy void
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hey guys,
does anyone know how to get rid of these lines showing up ive tried increasing every settings i can find with ray tracing

im using render queue, ray tracing, unreal 4.26

barren lagoon
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anyone know of some other good servers that focus on cinematic creation? feel free to DM me any invites in case posting them here violates rule 8 🙂

hot sun
modest bane
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Guys I did this little cutscene, but when I press play or try to render it just freezes, what am I doing wrong?