After running through all the good steps in this thread, I still was having a very similar issue to the original one. I found out that an old, totally separate cinematic, that referenced the same level, was somehow being fully referenced for camera and actor positioning in the cinematic that was being loaded into MRQ. The only similarity was them sharing the same level, the name of the cinematic and even all the actors were different between them.
After I deleted the old cinematic entirely from the content browser, my current cinematic started rendering with the correct camera. Wow! Crazy hang up on Ver 5.0.3. I’ve been loving MRQ since its release but definitely have had some tough errors to work through.
Have the same problem!
Also noticed that it renders view from Player Start. If I delete player start it renders another point from level.
Does anybody know where to dig?
For me the sollution was to select the camera and go to the details pannel and uncheck the box “Is Spatially Loaded”. After I unchecked that box it rendered from the camera as it should! Hope it helps someone out!
I am currently experiencing an issue with Unreal Engine 5.2 in my Master Sequencer setup.
Here’s a detailed explanation of the problem I’m encountering:
I have a Master Sequence with two shots, each with its own dedicated camera (Camera 1 for Shot 1, and Camera 2 for Shot 2). When working solely with Shot 1, everything functions as expected, including the presence and functionality of Camera 1.
The issue arises when I attempt to add Shot 2 into the Master Sequencer. Upon doing so, the actor for Camera 2 is mysteriously removed from the scene. This leaves me without a physical Camera 2 in Shot 2 to maneuver and adjust.
I’ve verified that the camera exists and is correctly set up prior to adding it to the Master Sequencer. This issue seems to be specifically triggered by the action of adding Shot 2 into the Master Sequence.
I’m wondering if anyone else has encountered a similar problem or has any insights into potential causes and solutions. Any assistance or guidance would be greatly appreciated.
Hello! I am having the same problem. I understand so. Three (!) years have passed and the developers have not done anything to solve this problem. I have never seen a more inconvenient and stupid render. Linux developers moved to UE for rendering development?