Virtual Production Lens Calibration Problems

Working on a Virtual Production (Currently in EU5) and having a lot of trouble properly calibrating lenses. Whenever we follow the steps provided in the documentation we still end up with a problem. The biggest problem we have come across is this: when our physical camera racks focus the camera in the virtual world will spaz out and either move, pan, or rotate. We are unsure what causes this or how to fix it.

Another thing is the focal length of the camera is changing as we rack focus. (This should not happen) We think it may have to do with the distortion calibration and the numbers we get from that being incorrect. With some lenses we haven’t been able to get under a 0.1 error margin, which is a critical error, but not sure how to fix it, we’ve tried different checker boards, different focal distances, and even different overlapping photos.

We also unchecked update flags in the camera component to stop changing some of these variables that should not change and we still had some problems with our image moving involuntarily.

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I am too having a terrible hard time with lens calibration… just all my results come out wrong and I have no idea where to look!
Recently, I have noticed a new bug… the media player starts stuttering and dropping frames after a few seconds of starting, then I have to refresh the media player for it to work properly for the next minute… any ideas?

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We are also having problems with calibrating the lenses. We are currently in 5.1. We are following this link: Camera Lens Calibration Quick Start for Unreal Engine | Unreal Engine 5.1 Documentation
When we get to step the lens data is not being processed. We always get the message saying “Could not find a cached set of camera data (e.g FIZ)…”
Any help would be appreciated as we have cross checked every step and done in multiple times. Is this a bug with UE5.1?

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Quick update. We have managed to complete the lens calibration by adding the lens file via the lens component. Evaluation mode was live link.

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