I have an animated camera in Houdini that I have turned into an HDA. I brought that into Unreal and dropped it into the Sequencer. When I render my image sequence from Unreal, it does not use the Camera HDA.
How do I let Unreal know that my HDA is a camera that it should use for rendering?
Looks like your Oregon field camera doesn’t have a camera component.
Not sure what an HDA is or how you made that. Is that a custom asset or actor blueprint? You’ll need to add a camera component to it. Another way is just create a cine camera and attach it to the Oregon field camera and look though the cine camera.
I guess that is my point, the import sections of Unreal don’t actually import Houdini camera data. I have tried the HDA approach and the basic FBX approach. Unreal can’t detect a camera yet.
What file format should I be using to import camera data?
Here is GIF demonstrating that the camera FBX file, which was generated by Houdini, can be read by Blender.
The problem I am having is that Unreal does not import the camera correctly.
How do I make a cine camera use the animation from an FBX imported camera?
I imported your file in a recent development build and got keyframes on the transform track. All I did was to go through the “Import…” menu item through Sequencer. It created a standard cine camera actor, not the oregon field camera that I’m seeing in your screenshot.