I’ve been using the Panoramic Capture Tool (in 5.1.1) to capture a 360-stereo video of a short VR experience. I’m super new to Unreal Engine and not a dev by nature. I have been able to export the video frames, encode those, and view them on a headset…but I’ve run into a few unsolved questions.
Incorrect Frame Sequence
The video renders fine, the frames don’t match (i.e. frame 300 in my animation doesn’t match frame 300 in my output folder). My animation is at 30fps. I tried adjusting t.MaxFPS from 60 to 30 and that seemed to close the gap, but still doesn’t match.
Delaying/Targeting Correct Frames
Am I correct in assuming that the right way to target a certain span of frames is to adjust SP.PanoramicMovie 0 100
(the first 100 frames) to something like SP.PanoramicMovie 200 300
(100 frames from frame 200 to 300)?
Aiming Camera
I initially assumed the BP_Capture blueprint would mark the capture point, but Panoramic Capture seems to use wherever my viewport view is (using ‘Play this level’ button to kick off render).
I tried following the Unreal tutorial videos (1,2) and it looks like you can use a camera, but when I place a Cine Camera Actor in the scene and render it, it does not render out 360 images.
Random Reverse Camera Direction
In some projects, where the camera is aimed is front and center, but in others I find no matter what I do the camera is centered on the opposite direction (meaning the 360 video viewer has to physically turn around to see the main subject in the VR video).
My fix for re-centering the camera capture (if needed):
Set SP.ShouldOverrideInitialYaw
to ‘true’ and add an Execute Console Command with SP.ForcedInitialYaw
set to ‘180.0f’
Source: Official Documentation and NinjaTheory’s Writeup (point 6). According to NinjaTheory, this can just randomly happen.