I converted all the cameras in my sequence to spawnable and it worked - the view is now properly piloted according to animated cameras when capturing video. I still can’t figure out why it didn’t work the way i expected in the first place, so i will call this issue 50% resolved.
I know UE5 is incredibly(!!!) powerful, i just don’t think my outdated rig will handle it well, so i feel like i’m 1000% fine with UE4, and yes i’ll update to 4.27 as you recommended, thanks!
Oh, i’ve been looking for this pesky quirk for about 5 days or so))) and i have two interesting things to mention here:
- As an experiment i made a copy of the Level Sequence and replaced all cameras in the CameraCut track with regular cameras (not Cinematic Camera Actors) and the piloting worked but only for some of them and it looked kind of random. I still have no idea why it didn’t affect all of the cameras (proper naming, proper binding, same properties, same level, same sequence, same CameraCut track)
- I was following the exact same workflow i used in my previous projects i made in UE4.22 where camera piloting and video capturing worked just fine.
I’ll post an update if manage to find the quirk.
Thank You so much for your advices and suggestions!