City Sample won't render other cameras

I’m enjoying playing with the City Sample demo. However, I can’t get it to render other cameras from a Level Sequence. I add my cameras, add my Cuts track and work the Sequencer like normal. But when I render, it defaults to a fix low camera near one of the parks.

I’ve deleted cameras and looked for anything I can find that triggers the anomaly, but I’m not a coder nor am I an expert with UE, but I do have a bit of experience with it.

I tried other scenes and Sequencer works perfectly. There is something I don’t know about that prevents my cameras from rendering, even as the queue and all render windows report the correct names of my cameras.

What can I look for that redirects the render camera to some other default camera?

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Greetings,

I am also experiencing the same issue. I hope you found a solution for this?

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I did find a workaround that has worked a couple of times. I’ll continue to do this until it fails or I find a better way. It may not be necessary to do step #1 but, it works for me.

Below is the note I made for myself for reference:



UE5 SEQUENCE ONLY RENDERS DEFAULT CAMERA POSITION

  1. Move Player Start (to your desired location)

  2. Create new ‘Level Sequence’*

  3. Click the ‘Camera’ icon to create a new camera and set it to the current Camera Cut.

    Now it should work.

  4. Create new cameras only by clicking the Camera button in Level Sequencer. Then move it where you need it.



I hope this works for you,

Rob

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Greetings Rob,

That actually worked. I was losing my mind over it. Thank you for this.

Have you tried importing your own modelled buildings into the scene? I have been able to import but unfortunately they do not appear in my renders especially if they are far from the camera.

Muriithi

I was losing my mind too. I spent from 7PM till 4AM one night trying to get it to work and then I figured out my workflow. I can’t believe how much time I spent trying to get the Sequencer to work.

I haven’t imported buildings but I imported a complex aircraft, the size of a helicopter and have been animating that flying around with no issues.

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Hey there,
I found out that with my imported buildings, if the camera is far away from them then they do not appear in render but appear in the viewport. The only solution I had for this was creating a new level and copying the sections I want from the main city level and paste them into the new level.
This way, no matter how far my camera was, my imported buildings appeared in render. I don’t know if this has anything to do with the extensive use of c++ in the main city level but for now, creating a new level and copying sections from the main level and pasting them into the new level then importing my custom buildings seems to work.
I haven’t figured out how to copy over traffic and pedestrians but what I have is enough for the short film I am working on.

One thing I’m not is a coder. I wish I had time to study it. Even as Epic has tried to make UE more accessible by giving us Blueprints, you can only get so far without a lot of help. To even know what to do with Blueprints you need to understand coding and logic. So, it’s a catch 22.

So, I can do kind of simple stuff. If it gets complex and I can’t find a tutorial, I’m stuck and lost so I go back and do it in Max which I’m an expert in.

I think maybe your building not showing up problem is LOD related. When the camera gets far away it wants a lower resolution model to swap in. See if you can set your buildings to LOD 0 or LOD 1, whatever is the highest version. If you can lock that then it might show all the time.

Thank you

Hey there,

I’m sure you’re probably not still looking into this issue anymore, but just in case anyone else stumbles upon this thread I thought I’d comment.

The issue is probably most evident in the “Big Level” which uses the world partition feature, when your sequence moves to render the level is simulated and it unloads the camera from the world so the sequence has no reference point and defaults back to one of the PlayerStart locations.

A quick fix for this is to make your camera component spawnable within the sequence so that as long as the sequence is running the camera is force loaded for the full length of your shot, ignoring the mechanics that are reseting your camera reference.

That should fix your camera reference problem in the City Sample Demo!

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I’m sure they will fix it but I will try your workaround. Thanks for posting it. It’s frustrating at times but I’d rather have the City Demo with issues instead of not having it at all. It’s an amazing asset to deconstruct and use and its usefulness way outweighs it’s bugs.

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To render further out buildings/objects: Go to your World Settings and set the loading range for the World Partition tiles to a higher number, the default for the Small City Sample is about 12k, but that isn’t far at all. I upped mined to about 60k. Use the Top perspective view and use middle mouse button & drag to see the distance in units between the camera and the distant objects you want to make sure are rendered and you’ll get a better idea of what you need to set it to.

Look at " Runtime Grid Settings" section and image: World Partition in Unreal Engine | Unreal Engine 5.1 Documentation

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thanks for the fix spent hours trying to solve and this finally worked :slight_smile:

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thank you it worked for me :slight_smile:

Thank you, man!
I´m using the Small City map, and, thank to you, I got something near I need.
I´m still having a problem with the render. In the begining of my animation, a lot of assets are missing. Here, is a print from viewport:


And here is my render:

Do you know how to fix this?