How to Create Unreal Engine Sequences Using Take Recorder for Movie Render Queue

How to create sequences for rendering in Unreal Engine Movie Render Queue using Take Recorder and the OWL 360 Camera Actor
Written by Off World Live
Updated 2 days ago
Take Recorder is a powerful way to generate camera movements that seem more "realistic" or which are created from a user moving around a level.
The guide below lets you capture the mvoement to sequencer so that it can be rendered as high resolution output through Movie Render Queue.
  1. Use a Pawn BP with some input controls such as this NP_OpalHoverDrone, which can be found in the Electric Dreams Sample Project on the Fab Marketplace. This will give you better control over camera movement.
  2. Drop the Blueprint in to the level and set Auto Possess Player to Player 0.
  3. Open the Take Recorder UI under Window, Cinematics, Take Recorder.
  4. Add the Pawn BP to the Take recorder Sources list by selecting the Blueprint in the Viewport or Outliner and selecting  +Source, From Actor, then selecting Add (Actor).
  5. The Blueprint should now be added to the Sources List and it’s movements will be recorded by take recorder.
  6. Press Play in Editor.
  7. Press Shift+F1 if you need to release the mouse from the game, then press the red record button in the take recorder window.
  8. You should see a countdown in the viewport, take recorder will start recording any movement from the Pawn as keyframes and writing them to a sequence from when the countdown finishes.
  9. Control the Pawn BP in game, the sequence should update automatically recording any movement as a subsequence inside a master sequence.
  10. Press the grey stop button when the take is finished.
  11. Use the Browse To… link in the notification in the bottom right corner of the editor to browse to the last saved take.
  12. Takes are saved to All>Content>Cinematics>Takes with a timestamp. Select your chosen Take to open the master sequence.
  13. This Sequence will be shown as a standard camera preview, to make a 360 output, double click in the pink area with the name of your PawnBP.
  14. In the subsequence, click the padlock icon to allow keyframe editing.
  15. Add a 360 Camera to the viewport, or select and existing 360 camera from the outliner and configure any specific render settings.
  16. Add the 360 camera to the sequence using +Add, Actor to Sequencer, then select the OWL360CameraActor.
  17. With the Playhead at the beginning of the take, select the Transform keyframes for the PawnBP and copy (Ctrl+C) them, then select the Transform track of the OWL360CameraActor on the left hand side so that the track turns blue, then paste (Ctrl+V)
  18. Add the 360 camera to the Camera Cuts track. Now you can render the output using 180/ 360 MRQ.
  19. Remember, you can now preview the 360 image by piloting the cinecam and unpausing the Render Target Preview. 



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