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Why Camera Focal Lenght is not transfered to Renderer

Hi Guys, I m new inside Unreal Engine and Im an 3D Artist and no coder so sorry if the questions may seems to be stupid. So my big Problem is that I need to realize some Cinematics inside unreal and for PR issues of the Game even for outside - means need to render it out. The main issue is that I really need to do this with the Sequencer because Matinee I simply dislike for its bad usability and there is simply no time doing it this way. So at the moment everything is fine, there is only one issue which is not working now. When I am trying to render the sequence, it simply ignores the the settings from the Camera Component. Instead it looks like it`s rendering the default settings of 90° FOV from somewhere. Especially in terms of Focal Lenght and Focal Distance it is simply needed for creating cinematic stuff... So any info or help would be very usefull. I`ve some Coder Guys here who can help in areas which could be to advanced.... Thanks a lot for now best regards Matthias

Product Version: UE 4.12
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asked Jun 28 '16 at 08:29 AM in Rendering

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Ivan IMGS
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avatar image Matt.Williams Jun 28 '16 at 01:12 PM

I Ivan,

Are you keying the FOV and other settings in Sequencer? If you key them at default settings by accident and then try to change the component settings, they will still use the keyed values.

-Matt W.

avatar image Ivan IMGS Jun 28 '16 at 02:28 PM

Hi Matt, yes I ve tried both, with keys and without... and with a complete blank Camera and Sequence again... but it simply ignores all attributes ( focal Lenght/ FOV ) from the Camera Compnent using the Cine Cam or the FOV using the normal Camera Actor like it would set them to another Cam Actor. But its for sure the right one because all the motiondata is transfered to the renderer - so it moves exactly in the way I ve animated the Camera but the Image looks different because it snaps back to the default 90° as soon as Im starting the renderer. Inside Unreal ( viewport ) it works. Thanks a lot for helping so far ;) best regards Matthias

avatar image Nikolaus Kinder Jun 30 '16 at 06:11 PM

Hi Matt, Hi Ivan,

I am having the exact same problem. For me, this issue is not resolved! It doesn't matter if you key the current focal lenth or the FOV. When I hit "capture movie", it renders with the default FOV of 90 and not the desired focal length. Please tell me if I am doing something wrong? Thanks Matt, for looking into it, but for me its not working.

Niko

avatar image Ivan IMGS Jul 01 '16 at 09:42 AM

Hi, thanks again for the help, This were done... but it`s still not working. I really have no Idea why... Sequence is starting... Camera animation and edits are included... keys are set to focal lenght but its not working - 90° Fov in the Rendering - inside Viewport works... but as I`m starting the renderer not anymore. I was testing this with different scenes, clean ones for example... without anything inside... just the third person preset... and the same stuff is happening - like it would capture the FOV from the player Camera or what ever but not what i typed into the focal lenght parameter.

best regards Matthias

avatar image Ivan IMGS Jul 01 '16 at 09:48 AM

Hi again, The FOV is not working... even inside the viewport... what I was expecting is that it`s kind of linked to the focal lenght since it is the same. But you can change both at once - Focal Lenght ajustment is visible inside Viewport - not in the renderer and FOV is like a dead attribute - no reaction anywhere... thx Matthias

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2 answers: sort voted first

Hey Ivan,

Because we are emulating real world film cameras with the Cine Camera actors, the FOV is linked directly to the "Current Focal Length" value. You'll need to adjust that instead of Field of View.

-Matt W.

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answered Jun 28 '16 at 04:14 PM

avatar image Nikolaus Kinder Jun 30 '16 at 06:45 PM

I did it!

You still need to add something in the level blueprint...alt text

avatar image Ivan IMGS Jul 01 '16 at 10:29 AM

So, it works ;) you need to set the Default Pawn Class to None inside World settings/Game Mode and make some connections inside bp ( preview at the image ). thx for all your help guysalt text best regards Matthias

bp.jpg (147.9 kB)
avatar image BenjvC Jan 09 '19 at 02:17 PM

I'm dealing with this same issue, much appreciate a tip how to implement the fix in the Level Blueprint. The Create Level Sequence Player node comes right up, but not New Var 0. If I first create a new Variable, then RMB to add it in the Blueprint, I only see the two options for Get or Set. How do I generate the node as shown above by Mathias? Same goes for the Play node, RMB and typing "Play" only brings up a list of things related to play audio and such, how to produce that node as shown? Many thanks for lifting a thorn to a newb.

Benjy

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Here's a helpful tutorial on FOV https://www.youtube.com/watch?v=LuURSFbRPpA

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answered Jul 14 '17 at 07:09 PM

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murdo25
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