Hello, I have some issues with the version 4.20.3
I learnt how to make stereoscopic 360 videos with unreal engine, I’ve been using this technique since 2017 and after some struggle at the beginning, I managed to use it properly.
I have never had issues with the camera movement and camera rotation in the final render, I used to put everything on sequencer and with a blueprint start the capture of the images, as the pipeline suggest.
Now, with the 4.20.3, Unreal somehow bypass my rotation on the camera and simply ignore it. Even if the rotation here is different, the result will be the same, always: The camera is facing to 0.0.0
It’s impossible to work without rotation, I tried the 4.21 but this problem persist.
With the 4.19.2 everything works fine as usual.
Could it be C++ error?
I don’t really know how to solve this, any suggestion/help would be very appriciated.