Sequence render doesn't render cinematic camera, renders at the origin

Hello, I’m relatively new to Unreal Engine 5 but I’ve used it in the past so I’m refreshing myself on it. I’m using the Sequence Editor to render out my Cinematic Camera, but when I hit render, it doesn’t choose the camera I want. It renders the origin point it seems even though I don’t have a camera there. My camera cut is binded to the correct cinematic camera, but no matter what I do the render is always at this unknown origin point. I’ve looked through the forums for hours and I can’t seem to find any solution.
You can see in my photos that the camera I want and then what it is giving me.
Thanks.


That all looks correct to me. Another thing you can try is to Play your level (ie. PIE) and the sequence (ie. enable autoplay on the level sequence actor). Does that give you the same result of the camera being at the origin? Normally, MRQ will override the game mode with the MoviePipelineGameMode which allows the level sequence camera to take over. I wonder if something is going wrong there.

Make sure there is no logic controlling the camera. If there is a player start or anything in the level BP. This might not be the problem but in your picture it looks like there might be some sequence start/end time bars that are huddled at frame 0. The green/red lines. Might want to give those a once over. Depending on how you are trying to launch your render in MRQ the frame you are launching could be outside of your camera binding.

Thank you for your responses! Yes, I think it was both my camera not starting at the right area and also I made a new level because this was the base level and that seemed to fix it. Thanks! :slight_smile:

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