Hi! I just configured a virtual camera pixel streaming setup with UE5.1.1 and an iPhone XS, and it’s working like a charm thanks to the following tutorial:
However, I can’t manage to make it work if I start simulating the scene. The iPhone is disconnected as soon as I press the simulate button. And to get the shot I want, I really need to be in game, so I can follow the meshes that float on the sea and maybe try to configure some collision with my camera so I can’t clip into theses.
You can achieve the same result by layered take recording.
With take recorder, record your scene (NPCs moving, etc..) while simulting/being in the game.
Then use this take as a base for the next recording which will be offline, but the recorded actors will be animated. In this new recording add Virtual Camera as recorded actor, but disable (not remove) recording of the previously recorded actors (so their track will be played but not re-recorded).
I can create a short tutorial video if needed - let me know.
Totally agree, this is the workflow I went with, every animated elements beeing baked or sequence animated, and then combining all the subsequences in one master
Still not an ideal solutions, as being able to simulate would improve a lot the immersive feeling, especially if you work with physics and colisions
Here’s the result of a more recent work using those techniques