Bake Springarm movement to sequencer

Hi there, I‘m trying to bake the interpolated movement of an actor that is parented to a springarm but I‘m not getting anywhere.

If bake it as a take it bakes the relative transform of the child actor which is 0. If a bake it in the sequencer it doesn‘t bake the interpolation.

Help :slight_smile:

Hey there!

Baking these kinds of movements (procedural or physics based, like the lag/interpolation of a SpringArm) directly into the Level Sequencer keyframes can be non-trivial as baking typically captures the relative transforms of the component being baked or the input to the system instead of the actual world-space transforms that are being simulated at each frame

Take Recorder is typically the right tool for the job when it comes to capturing this kind of motion, even needing a few modifications to achieve the needed result.

Record World Transforms
Make sure the Camera/Actor attached to the SpringArm is being recorded as a root-level track or that its transform properties in Take Recorder are set to record in World Space rather than Local/Relative Space.
If it records relative to the SpringArm it’ll just stay at (0,0,0) relative offset as you noticed.

Attach After Baking/Detach before recording
Another trick I like to try is attaching a dummy Cine Camera Actor (or target Actor) to the SpringArm socket via a Constraint or simple Attach To in Blueprint triggering simulated play recording that independent Actor in World Space with Take Recorder and then keyframing that result back into Sequencer

Could you share a bit more about how your setup is configured?

  • Is the SpringArm attached to a Character/Vehicle moving along a path?

  • Are you using Camera Shake or SpringArm Camera Lag (Enable Camera Lag/Enable Camera Rotation Lag)?

Epic Games Documentation: Take Recorder

Let me know what your current setup looks like and I can figure out the best workaround!