Hello,
I am evaluating Take Recorder for our product and I have a few questions.
Currently, our UE product makes extensive use of the replay system. We make VR training software and one (major) feature is that experts can record replays of them performing a task and students can download and watch the replays.
We are evaluating options to allow our content creators to edit recordings of experts and obviously, replays are uneditable.
I’ve watched https://www.youtube.com/watch?v=6Yv0YTV3Rzs and am intrigued by the possibilities of using Take Recorder and have a few questions.
- Will any Sequence that I record using “Take Recorder” be cookable/playable in a shipping build of the game, or will I encounter limitations/known issues?
- So far, using “expose to cinematics” I’ve been able to record simple variable state changes, such as float and bool. Can this be extended to structs/uobjects?
- Is there an option for variable tracks to record arrays?
- Is there any technique to record events fired by an actor using Take Recorder?
- (Assuming sequences produced by Take Recorder work in Shipping Builds) How well does Take Recorder scale? As in, If I have a Replay that perfoms well, and I make a Take Recorder that records all Actors marked with “replicates”, would you expect playing that Sequence to playback at a similar framerate as the Replay, or is there significantly additional overhead that would impact performance?
Best Regards