Piloting a camera while seeing the other cuts?

Hello!

I am starting to explore Unreal Engine as a Previs tool and so far this has been a great experience! Working a lot with Cameras, I am trying to use the Master Sequence build to create multiple shots in one go to accelerate the proccess.

The issue I have is that even if I am using Spawnable or non-spawnable cameras, when I am piloting the camera itself to find the best placement or even animating it, I can’t seem to be able to look into the previous or next shot while piloting it. I can switch back to the Camera Cuts instead of the actual camera and it will let me see the other shots surrounding the one I am actually working on, but being able to do so while piloting the camera would be useful to adjust the timing or find the best composition between shots to ensure that the cinematography flows well.

Looking into the Sequencer Demo, it seems that the Artist used the same camera for each shot to make this type of workflow work.

Would there be a way to make it work otherwise? Or is there a way to build a master sequence while always using the same camera?

Thanks a lot and let me know if you need more info :slight_smile:

Ray

I think only way for that to work if you have a master sequences with several different shots is as you said, use the same camera that was already placed in the level that each shot manipulates.
Then if you pilot that one, you should be able to see when it moves in the sequencer if you want to stop it and change it’s angle.

Actually when i think about it, you can use several viewports, so it might be possible if you make 4 viewports where each one pilots one of the spawned cameras in each shot, then when that shot plays, that viewports camera should move.
I’ve actually never thought about it until now but it might be worth to test out :slight_smile: