Discrepancy between sequencer and render

Hi, I have animated an actor and camera in sequencer inside city sampler. However, the actor changes orientation during render, and the camera also slightly moves location. Any help would be greatly appreciated.


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Hello,

Can you post a video of this behavior? I have a couple of ideas, but I want to see what you’re doing…

Unless, of course, someone else has experienced this and beats me to the punch.

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The problem appears to be the transform track not rendering. If I migrate the actor to a new project, the transform track animation renders fine.

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Wait, maybe I’m misreading your response: the issue is not resolved?

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The issue is unresolved. If i add a transform track to the actor and animate it with keyframes (location, scale, rotation) it works in sequencer, but the animations do not render out.

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Got it.

I would migrate the entire project. Let me know if this solves the issue. There could be a bug.

However, if the problem persists, I’ll be here.

EDIT: For my information, is your character an INSTANCED MESH or BLUEPRINT MESH? Also, before you migrate the project, can you animate a cube and render it successfully? If so, then create a new sequence player, and try animating your character once more there.

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Hello, I animated a cube and the same problem occurs. The transform animation does not render despite playing in sequencer.
My character is a blueprint mesh.

And have you created a new level sequence?

Yes. I made a new City Sample project and migrated my assets, then attempted to animate the cube. Same issue.

Then that means you’re missing a step somewhere.

To reiterate, they animate in Sequencer Mode?

Do they animate in PLAY MODE (you can create an event to play the sequencer)?

Can you show the transform track, please, of the cube or character?

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They animate in Sequencer Mode and in PLAY MODE.
Here is the transform track of the cube

After I created an event to play the sequencer in PLAY MODE, I tried rendering again and now the transform track renders!
Why did creating an event to play the sequencer somehow fix the render?

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Nim, you told me you did that already!

Anyway, glad it’s working. I’m not entirely sure, to be honest. I just check as many boxes as I can to rule everything out.

Also, be careful when you’re inputting transformations, because it looks like your keys (the red/orange circles) aren’t all lined up. You left a few hanging:

This shouldn’t matter… I think, but when I made a test Sequence, I noticed my workflow was different from yours.

EDIT: Notice that I have a TRANSFORM track and you do not. That may be why. (Your keys are on the LOCATION track, not the main TRANSFORM track.)

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I really appreciate your help Leo, your suggestion led to a solution. Can you please double check to see if I’m missing the transform track? It appears to me that we both have the transform track and keyframes in LOCATION under transform, but I could be wrong.

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Sorry, I misspoke.

I meant to say that you didn’t populate all of the Transform fields (Location, Rotation - X/Y/Z). You left some hanging.

Again, this may not be necessary, but I find that it works for me.

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I’m still having discrepancy issues. In sequencer, I get a smooth animation, but when I render there is a sudden/ choppy movement when transform begins animating. Any idea how to solve this?

See if adding keys at the start of the animation segment works:

The renderer seems to have issues with interpolating from non-keyed values.

You can move the cursor over to the GREEN START and click the “+” next to the transform to add the keys.

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Unfortunately, that doesn’t solve the issue. The problem does not occur with the cube, so I’m wondering if there is something about the blueprint character mesh that is causing the issue?

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Great question.

I’ve never encountered this, but the fact that the cube does not have any issue, to me, means that this must be a physics issue.

Is Physics Enabled on the mesh?

Yes physics is enabled, but the problem persists when disabled.
I tested with a paragon character from Unreal marketplace and encountered the same issue.
It must be some feature in Blueprint character meshes. I’ll test with a different version of Unreal tomorrow.

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