Hi,
We’re using world partition, and we have a fairly big world.
We have cutscenes created by our animators, these are level sequence actors with an offset added via the Transform origin instance data that we play at runtime.
These level sequences are master sequences containing many shot tracks.
We’re trying to come up with a system to render these sequences via movie render queue/graph for reviews and marketing purposes through the editor.
When rendering these sequences (through MRQ), we loose the transform applied via the Override instance data, because MRQ is rendering the level sequence asset, and is not referencing the level sequence actor and its transforms.
So we made a little editor utility widget to create and allocate a job and render it, from there I can render my sequence with the transforms from my actor. The problem I have though is that rendering from that context is causing other issues in our renders, it seems to break bindings from some possessable references as well as references from other spawnables throughout the master sequence.
To add a bit of context:
- After we saw the bindings issue, we tried to render that same sequence with the sequencer, reset the transform on the actor sequence and added an additive tracks to emulate the same offset, and we couldn’t observe rendering issues. The bindings remained intact. So the issue is probably coming from the fact that we are rendering via Blueprint.
My questions are :
- Is there a way to have these transforms rendered through MRQ or MRG, without going in the blueprint blackbox rabbithole. Because going through blueprint to trigger the renders prevents our artists to use the MRQ interface.
- Would having all our cutscenes placed at the origin of the world be a bad idea or something that could cause issues with loading our data ? We have a very large world and some sequences offset are very far from the orgin. We could potentially add these offsets as additive tracks or embed them directly in the fbxs from our animation team. We’re just not sure what would be ideal. Do you have any recommandations ?
- Is there something wrong with the way the job was created in this blueprint example ?
Many thanks !
settings on level sequence actor.png(21 KB)
Creating and rendering job to movie render queue.png(429 KB)