Sequencer + VR

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.

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Nevermind! Got it working, just created a regular sequence, and enabled play with VR. Full 360 cut-scene with head tracking. Incredible stuff :slight_smile:

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Sounds good!
Can you explain how you did that?
And does/could it work in non-Vr, too?

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 :slight_smile:

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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)

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.

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?

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?