I have everything set up. Level Sequences have its own camera position, but when I start rendering through Movie Render Queue it renders different location, idk why
Do you have a camera cuts track in your subsequences? The screenshot you attached shows you piloting a camera. You need to specify which camera to render by using a camera cut track that points to that particular camera.
Take a look here for further info: Camera Cut Track | Unreal Engine 4.27 Documentation
Exactly my friend! I already fixed my problem by adding Camera Cuts exactly as you said Thanks for answering though! I will check documentation, have a great life!
Maybe I’m misunderstanding this solution, but I’m having the exact same issue as reported here. Yet even with a Camera Cuts sequence called by a Master, my rendered frames are 0,0,0 instead of the piloted cinecamera.
I’ve deleted PlayerStart, played with chaging the gamemode, I bind and rebind the cinecamera to it’s sequence, but nothing seems to take, locked viewpoint. It either goes to PlayerStart if it exists, or 0,0,0 if it doesn’t.
Hi there, inside the camera cut track, make sure the small camera icon is marked as active (changes from gray to white). Refer to the mentioned documentation.
I know I must be misunderstanding something obvious, but even having read the documentation and having had success rendering with ArchViz, I still cannot see what my issue might be.
Can you see from this setup anything obviously wrong?
I guess the small white camera icon should be active (white) on the camera cut track, not in the camera track.
So, on your camera cut track, click on the plus icon and select the first camera in your sequence. Then, click on the gray camera icon and make it active (white).
Hope that helps.
Thanks for the advice. Unfortunately, none of that seems to have any effect. I think my issue must somehow be more deeply rooted in the project setup is all I can think of, as if some other logic is overruling anything the Sequencer can do…
That’s not good. Have you found any similar issues here in the forums? It’s worth checking out.
Is moving render queue plugin still marked as experimental or beta? Can you render your sequence using the legacy system?
It’s very puzzling. I am not using the beta plugin, and I’ve searched older posts- all of which mention the camera cuts solution.
I have, since my last post, realized I probably need the orange lightning bolt that exists in the ArchViz demo, which I see appears if I spawn the CineCamera within the Sequence itself. I remade my shot with a spawned camera, but no change, I’m still seeing 0,0,0.
I tried with the legacy renderer as well, same issues- though at least it now recognizes the fade in.
If it is relevant, this is UE 5.1 main from a few weeks ago.
Aha. My problem is something to do with my configuration settings. When I go with the default setting “Still_Draft”, everything works as expected.
The “My Favorite Settings” config I made based off the tutorial is, at least checking cursorily, correct, though I will check against the ArchViz project to see for sure.
I suspect the error might be that my configuration settings should include a Game Override setting, like Still Draft does, which might explain why it seems like the Game Mode might somehow be interfering with Sequencer.
To do that, In the take recorder, there is a setting that needs to be changed to “record to spawnable”, because, by default, take recorder has “record to default”, which is not clear what that does.
Are you recording in play mode? If so, yes, the game mode might be influencing.
I can now confirm my issue was that I need my Move Render Settings preset to use the Game Overrides setting. Thanks for bearing with me!
I also recall that your sequencer needs to be at starting frame, 0 usually, or any custom frame you want using the “[” icon.
That’s great! Thank you for confirming the solution. Keep up the good work.
Bro, I have the same problem exactly. But still can’t fix it when I enable Game Overrides. Hopefully someone can help.
I had the same problem and solved it now I think.
The camera needs to be “spawnable by the sequencer”(ie then get a little flash icon next to its name in outliner and on its icon in the sequencer). right click the camera in the sequencer, click “convert to spawnable” at the top of the list.
I looked at this tutorial to understand it:
Experiencing the same issue- I have verified my correct camera is in the Camera Cuts track. Still I am getting wrong camera rendered. What is this bug? This makes Unreal unusable for me.
Thank you, that was the issue for me. Camera was not spawnable.