Unwanted accelerated result in a rendered 360° movie sequence

Hey fellows UE4 enthusiastics,

I have the weirdest of problems. Maybe someone here will be able to help.

I’ve rendered a movie sequence (in an images sequence) with a camera that does a travelling throught a large environment. It’s a 360° movie.

So, the result we have is that the camera does travel at the correct speed, but everything else is sped up, like two or three times up. We have the correct number of frames, the correct speed of moving throught the level, but all the particles, clouds, and animated textures are moving way too fast altogether. WTH ?

We tried the method given by EPIC, ang we tried to use the 360Camera plugin, which is way more convenient - but same result. We’re banging our heads on the wall.

Does someone here have the slightest clue about how things are this way, please ? We’re in a hurry now. :frowning:

Thanks in advance !

your camera is moving and recording at sequencer speed
all those particles and textures are using the ‘time’ of the game itself, either you speed up your render by dropping the quality of everything, so the recording is almost on tick
or you set up all your shaders to be framelocked to the sequencer and your particles with simulation set to niagara particles that have framelock ability (deterministic)
as I don’t think cascade is capable of it