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Sequencer + VR

Hi there! Apologies in advance, I understand both of these functions are very new to UE4.

But curious if it's possible to setup Sequencer + VR? Specifically using Vive/Oculus to look around/behind objects in a shot, rather than 360 traditional video.

Product Version: UE 4.12
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asked Jun 02 '16 at 01:36 AM in Using UE4

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Nevermind! Got it working, just created a regular sequence, and enabled play with VR. Full 360 cut-scene with head tracking. Incredible stuff :)

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answered Jun 02 '16 at 05:21 AM

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avatar image docTheJones Aug 04 '16 at 09:12 PM

Sounds good! Can you explain how you did that? And does/could it work in non-Vr, too?

avatar image ScatManJak Aug 05 '16 at 01:44 AM

Sure thing! It's just a matter of enabling VR functionality in Unreal: https://docs.unrealengine.com/latest/INT/Platforms/VR/CheatSheet/

Then creating a Sequence: https://docs.unrealengine.com/latest/INT/Engine/Sequencer/Overview/

I like to enable autoplay on the sequence actor for testing purposes. Should automatically hook into your headset allowing VR films.

Sequencer also works in non-VR, all the tutorials you'll need are on YouTube :)

avatar image Ixiguis Dec 12 '18 at 07:58 PM

I did that but the VR cinematic camera gets translated about 2 meters to one side. I tried changing Set Tracking Origin, nothing works. Did you do anything else to get it working properly?

avatar image tlk8000 Aug 09 '16 at 05:31 PM

Is your workflow able to render out 360 videos?(not just viewing from vr headset, but render out 360 sequences for upload to youtube360 etc)

avatar image ScatManJak Aug 09 '16 at 05:44 PM

Yup! Though it requires some fiddling. This blog post goes step by step on how to do it: https://www.unrealengine.com/blog/capturing-stereoscopic-360-screenshots-videos-movies-unreal-engine-4

avatar image rondee29 Oct 14 '17 at 10:36 PM

Does it require the Motion Controller map to work with sequencer? I hooked up my HTC Vive, and click on VR PREVIEW, the headset shows blank screen.

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