I’m trying to capture VR gameplay in Sequencer. Everything works fine when playing back in the editor, but when I try to render the sequence to a movie, the rendered transforms are incorrect. This is easily reproducible in a VR Template test case.
Steps to reproduce:
- Using the VR Template, capture a Sequence with the VRPawn and EditorCube40 (the left-most cube on the platform) as captured actors.
- During the capture, lift the cube slightly and place it a short distance away.
- Open the captured sequence and add a Camera Cuts track and add the captured VRPawn to this. Lock this track to the viewport.
- Play back the sequence and notice it works fine, with the cube being transformed exactly as captured.
- Render the same sequence to an avi file.
- Note the rendered transforms no longer correspond with the captured sequence. The cube moves down and through the platform, like the vertical motion is inverted
Any workaround found before this issue is fixed would be hugely appreciated, this is a project blocker at the moment
After doing a bit of digging it appears that this is a known issue. I have provided a link to the public tracker. Thank you for your time and information.
Link: Unreal Engine Issues and Bug Tracker (UE-32686)
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Actually no, this is not the same bug at all. The one linked was entered for 4.12 and that reported issue is mostly fixed in 4.13. I have happily recorded VR content and the motion controller transforms and HMD camera transforms are recorded fine.
The bug I reported is altogether different. I record the action of picking up and moving a static mesh. Both the controller movement and the static mesh movement is recorded with the correct transforms when viewing in the editor.
The problem comes when exporting this sequence to an avi. All the items still move, but the transforms applied to the static mesh is different than what is recorded, i.e the static mesh does not move in the same way in the resulting avi as it does when playing back the sequence in the editor.
Please log this as a separate bug.
After further testing I was able to reproduce the issue mentioned above. I have written up a report and I have submitted it to the developers for further consideration. I have also provided a link to the public tracker below. Please feel free to use the provided link for future updates. Thank you for your time and information.
Link: Unreal Engine Issues and Bug Tracker (UE-35281)
Make it a great day