Best method for recording simple physics examples in sequencer

Hi, I’m trying to record a few simple physics shots, eg balls bouncing etc, in sequencer, for a cinematic.

Using the take recorder you get great results but frustratingly you seem to have to hit play first then hit record. Very annoying! All the nice action occurs straight away and you miss it. I’ve tried slowing the scene down with a blueprint ‘set global time dilation’ so i have a bit more time to hit record, but this doesn’t seem to affect the recording.

Does anyone have a tried and tested way for recording basic physics/ baking it to keyframes in sequencer? I’d really prefer to do this in unreal rather than export the whole scene and import alembics.

I’ve managed to change the take recorder settings so at least you don’t get the count down anymore, and using the ‘timedilation’ setting you can have more time before clicking record. So I can get realtime simulations recording and it works well.

However for some reason whatever i do I can’t get the take recorder to record slowmotion. I’m trying to record 120fps to play back at 30 fps. So 0.25 speed.

The time dilation check box on the take recorder settings doesn’t seem to affect the recording. The recorded take plays back at normal speed, and you can’t adjust it. Adding a timedilation channel to the resulting nested take in sequencer doesn’t work either- it’s all jumpy and looks wrong, so not really an option.

Adding timedilation as a blueprint before recording doesn’t appear to affect the recorded sequence either. It looks perfect on game/simulation playback but doesn’t record slowmo when you open up the take.

Any ideas on how to record a physics sequence with the take recorder and get it to play back slow mo in a 30 fps sequence?

So far i have a workaround. First unlock the layers in the newly recorded sequence by clicking the lock icon on the right side next to the sequence name. Then right click each layer and change the time scale setting to 0.25 - It’s extremely time consuming as i have loads of objects, but at least it works for now.

Sadly the above method doesn’t work, the resulting renders have weird glitches in the animation. I am continually amazed at how hard it is just to render exactly what is on the sequencer playback to disk!

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I did get the above method to work eventually by fiddling around with different framerates but the sequencer does seem quite buggy. Ideally you would just have the option to bake simulations to keyframes, with an option for different framerates. Unless I’ve missed it, that could be a super nice feature :slight_smile:

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