How to create Unreal Engine Sequences with Live 180/ 360 Camera Movements using Take Recorder
How to use Take Recorder to capture live 180/ 360 Degree Camera movement direct to Sequencer for virtual shot scouting, cinematography or capturing camera movement from a gameplayer.
Last updated 2 days ago
Overview
Take Recorder is a powerful way to generate camera movements that are created from a Pawn moving around a level.
You can use it to capture live movements as a Transform track in Sequencer which can then be instantly rendered through Movie Render Queue with the OWL 360 Camera.
For example if you want to:
Scout
360 Camerashots live in a level (possibly using a VR headset with a live feed) and want to make sure that they are captured so that you can edit them into clean sequences later.Get ‘first-person’ style shots from players moving around your level such as real actors captured via motion capture.
Use vehicles or other moving elements to generate live shot tracks (such as for car plates).
The guide below shows you how to capture the movement of an Actor to Sequencer so the Transform track can be used in your OWL 360 Camera.
This will only work when Editor is active, so isn’t possible in packaged games, but will work with nDisplay, in motion capture
Basic Set-Up
At present this workflow is only possible with the 360 Camera Actor. Assigning a 360 Component to your pawn will not inheirit the transform values, due to the way that Take Recorder works.
Adding a Pawn to Take Recorder
For better camera movement, ideally you want a
Pawn BPwith some input controls and movement logic.For testing you can use this
NP_OpalHoverDrone, which is in the free Electric Dreams Sample Project.
Drop the
Blueprintin to your level and in its Details panel setAuto Possess PlayertoPlayer 0.
Open the
Take RecorderinWindow> Cinematics> Take Recorder.
Add the
Pawn BPto theTake RecorderSourceslist by selecting theBlueprintin yourViewportand clicking+Source> From Actor> Add (Actor).
You should now see the
Blueprintin yourTake RecorderSourcelist, so it’s movements will automatically be captured:
Capturing Pawn Movement in Sequencer
Press
Play in Editor.
Press the red
record buttonin theTake Recorderwindow.
You should see a countdown in the
Viewport.
Take Recorderwill record any movement from thePawnasKeyframesand writing them to asubsequenceinside amaster sequence.
Press the grey
stop buttonwhen the take is finished:
Assign the Transform to the 360 Camera
Takesare saved toAll> Content> Cinematics> Takeswith a timestamp. Double click one to open themaster sequence:
To assign the
Transformvalues in your sequence to the360 Camera, double click in the pink area with the name of yourPawnBP.
In the
subsequence, click thepadlockicon to allowkeyframeediting.
Ensure you have a
360 Camerain yourSequence(drag and drop the Actor inside). With thePlayheadset to0, select theTransformkeyframesfor thePawnBPand copy and paste them into theTransformtrack of the360 Camera:
360 Preview and Rendering
Now when you play the
sequenceyou will see your360 Camerafollow the movements you set inTake Recorder:
You can render the
360 Cameradirect from thissequencetoMovie Render Queue(ensure that the360 Camerais selected in yourcamera cutstrack):