UE4 + Nvidia + 360 Video Capturing

Hi, please open an issue on github with the whole procedure you followed.

Hi, the plugin re-trigger itself after each capture, it then advances the world tick, wait a bit for the rendering thread to stabilize, and then make another capture (and so on)

Interesting, Iā€™ll take a look at it then. If I get it to work in my projects it would save me a bit of hassle.

hello i just went through the threadā€¦ your plugin will be really helpful.

only problem is i donā€™t understand how to set it up and run it. The ā€œhow to use itā€ instructions donā€™t really explain anything to someone like myself. I will appreciate it if you could make a video showing how to set it up. Iā€™m sure itā€™ll be useful for others as well.

thank you

Good day!
I wanted to report that a new method has been created to create 2D, 180, 360 , mono and stereo videos. It allows you to quickly get the desired result.
If someone is interested, a link to the discussion and a link to the product.
https://forums.unrealengine.com/unreal-engine/marketplace/1595263-camera-360-system-blueprints

Going insane trying to get this to work with macro. Already downloaded iBrews tutorial to be sure that I wasnā€™t doing anything wrong but itā€™s all the same. My problem is no matter what I do i canā€™t seem to have any macro program register the ā€œspaceā€ button to actually snap the shot. Other keys it will register. I have even tried to hardcode the location on a mouse and have it click it but the same story. Iā€™m using 4.22 and launching the game in stand alone to get working.

Have you guys made this approach work with 4.22?

Are you using the GeForce Experience Overlay or do you have it disabled? I have it enabled under my Geforce Experience Settings.

Also, I couldnā€™t get a good method to dish out renders with any macro, so i made this python script to press spacebar after each capture, automatically :



import socket
import pynput
import time  

UDP_IP = "127.0.0.1"
UDP_PORT = 5005  

sock = socket.socket(socket.AF_INET, # Internet
                       socket.SOCK_DGRAM) # UDP
sock.bind((UDP_IP, UDP_PORT))  

from pynput.keyboard import Key, Controller
keyboard = Controller()
FrameCount = 0
TotalFrames = input("Enter total number of frames to capture")
print(TotalFrames)  

while FrameCount < int(TotalFrames):     data, addr = sock.recvfrom(1024) # buffer size is 1024 bytes    
if data.decode("utf-8") == "Capture":        
  [INDENT=2]print(FrameCount)        
time.sleep(1.5)        
keyboard.press(Key.space)        
keyboard.release(Key.space)        
FrameCount += 1    [/INDENT]
  else:        
  [INDENT=2]print("Incorrect string received")[/INDENT]
  

And the PlayerCameraManager Blueprint :

As you can see iā€™m recieving a UDP message from unreal to simulate the spacebar press (which I got working with the udp plugin and Extended BP Library)

But after using this method I was encountering a lot of jittering in the video being rendered so I had to set r.PhotographySettleFrames to 30 (yes, it takes a lot more time) but it seemed to have solved the problem, but now producing a new problem, my skeleton mesh animations jitter a lot more.

Does anyone have a better method to capture? Iā€™m almost about to give up and live with the jitters :frowning:

Have you tried this?

Yes, but that plugin doesnt seem to be enabling Anti-Aliasing, I have also opened a ticket on the github page for that as well. I currently am using the python script to automate but another issue has popped up where the camera doesnt move along with the player because i never end the session, so for scenes where i need to move the camera I use the old jitbit macro method.

You can try Surreal Capture (https://www.surrealcapture.com), it is world first and only UE4 360 degree video capture software, it can plug into UE4 games and capture realtime 360 degree video from it.

shame epic wont embed 360 capture in the engine

for some reason the plugin is forcing my game resolution to 720p this makes capture slower than it should. iā€™m trying to force 4k but iā€™m not sure what iā€™m doing wrongā€¦

  1. It is not the first
  2. It is not the only
  3. I will give it a try and hope all post processing works correctly, will give feedback soon as i test.

Edit: It says it currently only supports fortniteā€¦

Hi, I was trying to create a new post but canā€™t, so I am posting here. I am rendering HDR stereo using . I tried render images with HUD, I have set r.Photography.AutoPostprocess 0. but the rendered image is not showing HUD. How can I get rid of this?

Hi I have been using this method of capturing 360 video with the plug in and the macros and it worked really well !
until recently with the latest Nvidia drivers update it seems that is not working anymore in the Engine ! I canā€™t bring up the interface anymore.
this folder is gone as well : C:\Program Files\NVIDIA Corporation\ . This is extremely disappointing that they broke something that was working fine. Anybody found a workaround for that ?

uninstall the gforce experience and install an older one that worked or the one you used last.

Thanks mate.

Actually i found an even better work around, if we disable in-game overlay in GeForce experience the old plug in is back ! NVCameraConfiguration.exe is still missing tho.

Surreal Capture software was improved quite a lot in the past two months. It supports to capture 360 degree video directly from a lot of more UE4 games now. Here is the youtuble channel that demonstrate the sample 360 degree video:

Here is the link to the Surreal Capture website: https://www.surrealcapture.com

Davidaurecon I could kiss you :stuck_out_tongue: For some reason ALT F2 wasnā€™t working but with your post that fixed all of that! Thanks bigtime.

nice idea. can u make video on how u manage all stuffs, specially that image/pixel search macro function in process. and i have one big doubt. do this process support cinecamera.