Skeletal Mesh Sequence with multiple Cameras

Hi Community,
i recorded a scene with an animated skeletal mesh (Astronaut) with the take recorder.
I attached 3 cine cams via spring arm to the skeletal mesh and wanted to render the movement of the Astronaut from the 3 different views.

I was not able to change the camera for the rendering process. I tried it to set the wanted camera to acitve and the other camsto inactiv. But that doesn’t work. The scene was renderd always from the same view.

How can i change the cameras for rendering queue?

Thank You!

If you want 3 sequences (and 3 rendered movies), each from one of the camera angles, you could create 3 level sequences that reference the recorded sequence as a subsequence. Each level sequence would have a camera cut track that points to one of the cameras.

If you want a single sequence that cuts between the 3 cameras at different points in time, you could create a camera cut track that points to the desired camera at the particular frame you want: Cinematic Camera Cut Track in Unreal Engine

Hope that helps some.

Thank you very much for your reply!

I want the same object ( a moving rover) recorded with the take recorder, to be renderd with 3 different cameras added to the rover blueprint. The problem is, that i can’t switch the cameras (activate/deacitvate), in the sequences. Not even by adding a trigger event track to set the wanted camera active.

Maybe you’ve another idea?
Thank you & greetings from Austria!

Here’s what I would try:

  1. Unlock the recorded sequence from Take Recorder
  2. Delete the camera cut track from the recorded sequence
  3. Make 3 sequences, each with a subsequence track that points to the recorded sequence
  4. Create a camera cut track for each of the sequence and point it to the camera that you want to view from.