I am using exposed Parameters in Actor Blueprints to drive UV Textures (rotations, scalings etc.) In GameMode they work as expected, and from a CameraActor I can see the changes occur, however if I use TakeRecorder with a CameraActor as the source, it does not “see” the changes.
How can I also capture the changes controlled by the Actor Blueprint?
If I include both the CameraActor and the ActorBlueprint on export from the Sequencer to a DVI I just get a pale yellow render of the object.
Can you check that those properties are marked as Expose to Cinematics? Take Recorder will only be able to record properties that are animatable by Sequencer. Check that also those properties show up in the +Property menu in Sequencer.
@Max.Chen thx, as well as Expose to Cinematics I found also one has to use a CineCamera (not just a regular CameraActor) set as source of the TakeRecorder.
[EDIT: Then I can catch exposed parameters driven from Blueprints, am still having trouble catching user controlled exposed parameters in Blueprints, pls see additional comment].
@Max.Chen Actually, this solution (CineCamera + Expose to Cinematics) seems to only work for me for exposed parameters driven by client blueprints, I’m not getting it to work for user controlled parameters in Game Mode. Maybe I’m doing something wrong.
Pls: Forgive that I’ve undone the ‘solved’ status on your helpful post (for now).