None of these solutions have worked for me, it seems when you start movie queue UE always created a default pawn in the layer window from 0,0,0, and never keeps the white camera icon on sequencer regardless if animation is locked or not. Tried converting camera to pawn and nada. I too feel like I’m missing something obvious in these settings that’s not made clear by tutorials. Like I didnt add a camera to the sequencer correctly at the very start of all this?
And nvm figured it out like 5 seconds after I typed that, just tried last thing I hadn’t tried yet.
Being completely new to this understanding the UI of UE visually is first area I’ll make mistakes in when overlooking something. Knew something was up when I couldn’t drag my spawned camera layer in sequencer into CameraCuts layer - is it supposed to drag in, be nested under the layer, etc? user interface questions like that I’m not privy to, being so new. No, the correct way is to drag your camera from Outliner layer window into the CameraCuts layer where you’ll see the striped colored layer appear and slide within layer once you place it.
I had just dropped my camera into Sequencer at the start, animated it, then expected it to render correctly since I had a CameraCuts layer in like tutorial said to (but your CameraCut layer is empty dummy!). So rendering fine now, if anybody finds this obvious information useful for beginners.
please help me, as i am geting same issue, in ur5 but even cameras cuts has the camera, the game camera is rendering , can you just tell in details, as new here, cant know hoy to render a camera
Do you still have the same issue? After a long time I finally discovered this post and it helped me a lot! I just tried the Jensev method (thank you so much!), by converting the camera to “spawnable” and it is working!
I never had to do this before 5.1 tho.
Joana is correct, you need to make camera “spawnable” if you’re having it jump to center or render out of wrong camera / perspective. For some reason all of these YouTube tutorials do not have this same problem even in 5.1 so not sure why it works for some people and not for others. I think you also need to convert from spawnable → back to possessable if you want to update camera positions or angles, spawnable is kind of last step you do prior to touching up post process stuff.
You’re right, I tried in other 5.1 projects and it didn’t happen.
But guess what, today with the 5.1.1 update, this issue disapeared completely in my project. I tested it twice and I don’t need any “spawnable” camera anymore! I will keep testing it but I think they fixed it.
this sounds great, but did you used game or VFX or stimulation, where you did not need to used this spannable camera, or this is applicable in all
I’m having this issue and switching the camera to spawnable does not fix it. Nor does converting back to possessable. Or any of the other fixes mentioned in this thread.
Anyone else having this issue in 5.1.1? It’s really annoying especially coming from an offline renderer background.
I’m still required to do spawnable as of yesterday to get anything to work so can’t say I’m in 5.1.1, maybe just 5.1. If they fixed it that would be great though
As for your problem, maybe triple check that your actual camera you’re using is in the Camera Cuts top layer in the sequencer, if its not MRQ will not render right?
Not sure why this was marked as solved with such a basic answer… anybody knows that you need to specify a camera, the answer is misleading to a basic solution LOL
I have the same issues and camera cut tracks are set correctly in UE5.1 sequencer, render movie also has the correct camera set… and in EU5.1 it is still impossible to render a movie from the correct camera
Also I have experienced tons of issues with the UE5.1 sequencer, like assets not responding (Render Text objects with scale and visibility issues, regular objects scaling in the sequencer but not responing In-game to the sequencer, Niagara not triggering when requested in the sequencer or triggering from start even if not active from start) most issue hapen in-game, other issues happen in the viewport after saving the project and restarting it.
Please fix UE5’s sequencer, it is completly broken, and I am a cinematic artist who works making cinematics for games, of course in UE4, so I know how to work with the sequencer, UE4 sequencer is great, but U know we all want to try UE5.
I SOLVED IT!
This same problem has been bugging me for so long.
Just right click on camera cuts in your sequencer > batch edit sections > and change the camera binding id to your required camera.
Viola! now it works perfectly for me!
Actually I use many cameras on my scene, the problem is that the Sequencer ignores all of them and starts recording from the ground and any location, If I try to add the camera, then it won’t record from the other cameras either or at least try and you can not set the camera recording area in that option, so when you have a Sequence with multiple cameras.
I think this is anothes sequencer bug, we might not be able to fix it… UE5.1 sequencer is just broken.
OMG mate, it works, u just saved my life, i was working 2 hours on it and having no idea what happend.
Just adding another possible issue for posterity:
If you have Auto Play [x] checked from another sequence this can spawn in a camera and override yours causing it to render from the wrong camera, unchecking this fixed this issue for me.
How did you delete playerstart?
Hello, have you solved this problem? Can you tell me how?
@Navaid-s Hi, I have this kind of issue also, this maybe will help you: In CineCameraActor settings, under camera setting you can finde Constrain Aspect Ratio , mark it to true.
Another possible solution is to set the begin and end frames in the output section