I’m still struggling to maintain a fixed fps playing a level sequence while capturing a stereoscopic 360 video using Ue 4.14
I have a simple 300 frames at 30 fps level sequence with a camera moving forward.
When launching the stereo capture, first frame reads fine, but the animation keeps playing while the frame is being calculated
Ending up being way too early, in fact, the sequence reaches its end at the 3rd rendered frame …
I tried the many different solutions proposed in the forums various threads about it :
- Launching Unreal Editor with a shortcut followed by -usefixedtimestep flag
- Launching PIE as standalone with -usefixedtimestep in the advanced settings additional launch parameters
- Using -usefixedtimestep as a console command ( even if I think it’s not supposed to work this way )
- Setting the fixed frame rate directly in the rendering settings of UE
- Setting the Forced fixed frame rate in the level sequencer general options
Last thing I didn’t try was to cook the game and launch it with the -usefixedtimestep flag
( But I don’t think it would solve the problem as the editor seems to correctly get the fixed framerate as well, but doesn’t send it to stereo capture.)
I feel like I’m running out of options…
Has anyone successfully rendered a level sequence at a correct framerate with the stereo capture plugin inside UE 4.14 ?
Am I missing something ?
Thanks for your help.
Edit : Also posted on answerhub :