Hello,
I recently purchased the Camera Perspective Tools plugin (from FAB / Unreal Marketplace), and while it functions as expected inside the editor viewport, it fails entirely when rendering through the Movie Render Queue (MRQ). When I render using the MRQ, the camera snaps back to Unreal Engine’s default distortion settings, ignoring the plugin’s custom perspective modifications. The viewport shows the plugin’s distortion effect properly, but as soon as the render starts (via MRQ), it defaults to basic camera perspective – effectively cancelling out the plugin’s functionality.
This happens consistently unless I manually do the following for every single camera:
Delete the existing camera in the Sequencer.
Re-import a new version of the modified camera.
Delete and re-create the Camera Cuts track.
Reassign the new camera to the Camera Cuts track.
This workaround is extremely tedious and defeats the purpose of using such a plugin, especially for high-volume or production-heavy workflows.
Why is the plugin not retaining or applying its distortion effect when using the official Movie Render Queue, even though it works inside the editor?
Is this a known limitation or an oversight in the plugin’s implementation?
Is there a permanent fix or setting that will ensure the plugin’s perspective changes are respected during MRQ rendering, without needing to rebuild the camera cuts every time?
If this is not going to be resolved quickly, I need an immediate refund? As it stands, the plugin is not usable for its intended purpose. This is an expensive plugin, and it is being positioned as a production tool. A lack of render queue support is a critical issue. I am using Unreal Engine 5.5, and everything else in the render pipeline is functioning correctly—only the distortion created by this plugin is not carried over into final renders. Please advise if there’s a fix, or kindly escalate this to your development team for urgent attention.
Thank you.