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?
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: