Matinee features and ETA Sequencer

Hello UE4 dev team.

On our current production i’m creating a new Game/Gameplay Trailer for the upcoming Steam Early Access release in two weeks.
Within i stumbled into several issues (I usually use After Effects to compose rendered scenes with layers given from VRay).

  • Can we render PNG’s with transparent BG in 4.9.2 yet? (urgent request!)
    Even some experimental hidden command line action would work for me. We’re stuck dealing with black backgrounds atm.

  • UE4 Layer system: The current layer system seems useless for Matinee since its still rendering all hidden layers. Is there a way to deactivate these during Matinee renderings? (I can’t make hundreds of single objects make hidden and invisible in game every time i need to render layers)

  • Rendering Buffer Visualization: I could circumvent the above written problems rendering the buffer visualizations like Decal Mask, Base Color, etc. Any way to make it happen with the current version of Matinee? (urgent request!)

  • Matinee curves: Is there a way to unlock the length of its white tangent curve handles? I try to explain it with a picture: http://prntscr.com/8mdbri When you see the current curve structure…the lower handle would have a length like the red one i’ve drawn, the white would get a similar curve like the drawn blue curve. At the moment without this feature its pretty impossible to tweak camera and game assets in a proper way and also result in wrong animation results using the Auto/Auto clamped feature.

  • etc…etc…etc

I already posted my request in the Answer Hub and got the hint in the comments (Thank you, Jacky!) that you are working on a new Sequencer. Is there any way to test it?
I apologize for the long and probably annoying request.

PS: I love UE4’s capability of building cinematics in realtime. I don’t like (happy description) Matinee from the ground up. Wish i could just code a two page long feature list into it (sadly, no coding skills so you are our only hope). I can read a lot of requests on UE4 AnswerHub since last year from a broad range of users with little or no response on quite important topics for cinematic artists. I hope Sequencer will be a step forward into another, more versatile direction.

So Long, and Thanks for All the Fish

Tobias

Ok i found a first solution using the post process material. Might be able to use it as alpha channel.

Any BP tip for rendering single objects using this technique?

Update #1: Solving Camera jitter/microstutter and missing antialiasing.

First, i was confused to have no antialiasing and some weird camera microstutter going on at the edges.
This happens when you have turned on Temporal Antialiasing in the Post Process Volume.

SOLUTION: Either turn this function off or switch to FXAA. Optional: Render in 4K, downscale it to 1080p in your beloved compositing suite.

Before (Temporal Antialiasing ON):

Screenshot_3.png

After (FXAA, 4K downscaled to 1080p - no more camera jitter on the edges, smooth result):

Screenshot_4.png