JakOak
(JakOak)
June 2, 2016, 1:36am
1
Hi there! Apologies in advance, I understand both of these functions are very new to UE4.
But curious if it’s possible to setup Sequencer + VR? Specifically using Vive/Oculus to look around/behind objects in a shot, rather than 360 traditional video.
1 Like
JakOak
(JakOak)
June 2, 2016, 5:21am
2
Nevermind! Got it working, just created a regular sequence, and enabled play with VR. Full 360 cut-scene with head tracking. Incredible stuff
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Sounds good!
Can you explain how you did that?
And does/could it work in non-Vr, too?
JakOak
(JakOak)
August 5, 2016, 1:44am
4
Sure thing! It’s just a matter of enabling VR functionality in Unreal: https://docs.unrealengine.com/latest/INT/Platforms/VR/CheatSheet/
Then creating a Sequence: Sequencer Overview | Unreal Engine Documentation
I like to enable autoplay on the sequence actor for testing purposes. Should automatically hook into your headset allowing VR films.
Sequencer also works in non-VR, all the tutorials you’ll need are on YouTube
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Is your workflow able to render out 360 videos?(not just viewing from vr headset, but render out 360 sequences for upload to youtube360 etc)
JakOak
(JakOak)
August 9, 2016, 5:44pm
6
Yup! Though it requires some fiddling. This blog post goes step by step on how to do it: Capturing Stereoscopic 360 Screenshots and Movies from Unreal Engine 4 - Unreal Engine
Does it require the Motion Controller map to work with sequencer? I hooked up my HTC Vive, and click on VR PREVIEW, the headset shows blank screen.
Ixiguis
(Ixiguis)
December 12, 2018, 7:58pm
8
I did that but the VR cinematic camera gets translated about 2 meters to one side. I tried changing Set Tracking Origin, nothing works. Did you do anything else to get it working properly?
sinnik
(sinnik)
September 4, 2023, 8:51pm
9
Hi, I want to do something similar to this. Just wanted to confirm if the player using the VR will be positioned at the camera’s location?