Animations clipping too early in sequencer, all resolutions online for UE, not UEFN

Summary

.fbx animations are clipping out on camera traversals in UEFN sequencer very early - a couple of clicks from the camera[s].

Everything I find online for resolution points to changing clipping distances for the camera or for the editor… but these are solutions for UE and these options do not exist in UEFN. Clipping is not an issue when moving an object - it seems to be happening primarily on a mocap .fbx on a mannequin when dollying in (camera travels forward).

Thanks in advance for any ideas.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Other

Steps to Reproduce

Animated .fbx in front of a dollying camera clips at @ 120mm / too early.

Expected Result

.fbx and related object should not clip at these distances. Clipping does not occur with other objects - no known way to define clipping distance in UEFN.

Observed Result

Imported mocap animations (.fbx) clip (disappear) too early in a cinematic sequence.

Platform(s)

Any

Hi @Castlenock1 - could you possibly send us a video of the issue you’re encountering?

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Thank you for looking at this! I tried various lens throws, etc. It clips going forward or backwards, etc.

One possibility is that the start of the mocap/.fbx is centered to the left off of camera and isn’t pivoted/centered on the model itself by the time the camera dollies past it.

Does turning on the Level Sequence Actor Always Relevant setting in the cinematic sequence device do anything ?

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Thanks, pardon if I’m missing something, but I’m just whiteboarding the sequence which I created in the content browser - haven’t gotten to slapping down a UEFN sequence device where I think that option is.

Just tried it: enabling that option doesn’t seem to fix the problem.

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We have someone checking into it, thank you for the video!

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