Request for Support on Extracting Camera Rotational Data from Level Sequence in Unreal Engine 5.6

Dear Epic Support Team,

We are currently developing a 7DX immersive experience that incorporates 6DOF motion seats, and we are utilizing Unreal Engine 5.6 to render and manage the cinematic content for this project.

To achieve precise synchronization between the visual camera orientation and the physical seat movements, we require access to the camera’s rotational data (pitch, yaw, roll) from within the Level Sequence used in our cinematic timeline. This rotational data is critical for driving the motion seat system in real time and providing the end user with a highly immersive and responsive experience.

We would greatly appreciate your guidance on how best to export the camera’s rotational keyframe data from the Level Sequence. Specifically, we are looking to:

We need, if you could help extracting the camera (x,y,z) rotational value to XML or CSV format that can be fed into the 6DoF motion seat system for synchronizing the frame accurate alignment between the visual sequence and the motion output.

Your support and direction on this integration would be highly valuable to the success of our project. Please let us know the recommended approach or if there are any existing tools or plugins within Unreal Engine that facilitate this type of data extraction.

Thank you for your assistance.

Hey there,

Hey there,

There are a couple of ways to approach this. The primary issue is getting your data into the XML or CSV format, as we don’t support that out of the box.

In Sequencer, you can export your camera track as an FBX file; from there, you can mutate that using any tool that you like, including the FBX Python modules.

Another option, which is a bit more challenging, would be to query the track’s key data via Blueprint or Python. Then, you can format and write that data out into a CSV using a plugin from FAB that can write to a file.

I would suggest the former as the approach is much faster to get the data out of Unreal and into a format that is easier to mutate to CSV or whatever format you like. But the scripting to get the keys from a track in blueprint, and would be similar in python, looks like:

[Image Removed]

Thank you so much for your detailed explanation.

We will check it.