Camera Rotation Not Captured in Take Recorder

Hi everyone,

I’m having trouble with the Take Recorder in Unreal Engine and need some advice.

I’m trying to record my BP_ThirdPersonCharacter walking around the scene while rotating the camera with the mouse to show different side views. However, when I finish recording and add the take to the Sequencer, the camera rotation data seems to be missing. The camera stays fixed at its initial position throughout the animation and when I move the player it stays behind him like attached as a child.

Has anyone faced this issue before or have any additional suggestions on how to capture the camera rotations along with character movement?

Thanks in advance for your help!

No matter what I set, the camera stays always behind the character and does not move with the mouse

Do you see any rotation keyframes on the camera’s level sequence track?

Hi Shaun, thank you for the answer.

Here’s a screenshot of the camera’s level sequence:

All seems plain, unfortunately…

I don’t see any keys. Do you have reduce keys enabled? Anyways it may be that the camera is not getting any transforms rather than inheriting them from a parent.

For some reason, it was enabled by default. I disabled it now but the values are always the same, like the camera is not moving (but I’m moving it during the recording)

While exploring my project, I discovered that the camera manager is responsible for the rotation, and the camera rendering follows this rotation while staying physically still.

I found a helpful explanation in this video, which clarified that it’s the camera manager rotating, not the camera itself. To further understand this, I recorded the manager’s rotation keyframes.

Here’s a screenshot showing the keyframes of the rotation:

My issue now is… how do I apply the camera manager’s rotation directly to the camera?

Thanks!