My team is attempting to officially ditch our other rendering tools and go exclusively with UE4 this year. So far we have a handful of projects completed and continue to learn, but also continue to encounter bugs or features who’s absence slows things down. These are some of the current obstacles my team is facing when rendering in UE4:
1.) If a Datasmith file is imported on any level besides the default, actors will not sync on re-import. You must manually select the root Datasmith node in the World Outliner and hit the "Update Actors from Scene button. This workaround gets the job done but this is a confusing bug.
2.) If you import a new datasmith file into UE4 and apply a new material to a static mesh actor, then delete this actor in Max and re-export/import your datasmith file, the actor is not deleted. This causes difficulty keeping our scenes synced between Max and UE4.
3.) Video files used as textures (TV screen content) don’t play back at the correct framerate when rendering with Sequencer. We have tons of TV screens in every area we render so this is a big bug for us.
Thanks for taking to time to point out those issues. Its helpful for us.
This is fixed locally but I would like to make sure we are doing the same steps. Can we have a quick talk over some video chat and see it “live”? Ping me at pierrefelix.breton@epicgames.com
Yes, i see why. Its considered as a “override” and thus made sticky. You are not the first one mentioning this and we should fix that. Thanks for reminding us. We will solve it for 4.22 which is around the corner now.
This can depend on the video format. Some video files can’t be accessed via windows at a different frame rate that what they are designed for, creating some random / unpredictable frame access. The most reliable solution would be to use a EXR image sequence.
Is there any chance of this being addressed? I’ve been following this (lack of) feature for some time now; it seems to be something that’s possible in other Windows based software. This would be critically helpful for production use cases of Unreal because it is often not feasible to convert larger video files to even larger image sequences, especially using a format as heavy as EXR sequences.