Cinematics stop working during Simulation 4.14

In 4.12.5 I could start my cinematic and then click or toggle the simulation button and it would continue the cinematic with the simulation running as well.

In 4.14 when I toggle the simulation to On the camera returns to starting point of the cinematic while the cinematic continues to run.

I have tried a few things to correct this but no luck so far.

Sometimes in 4.12.5 if I started the sim I would need reactivate my camera again but this was rare.

Any help would be great thank you!

-Vex

Hi Vex,

That was not a specific feature and was never intended to be. Simulate is technically a game session and hitting Play in sequencer, then simulating should not let it continue playing in the viewport. That play button in Sequence Editor is ONLY for editor mode.

It is fine that it was only in the editor it allowed me to record a cinematic running physics.

This was in a few versions of the code so now I am confused how can I record a cinematic that has active physics objects bobbing on a water plane and flags waving in the wind using the Free Ocean Plugin in 4.14? Can I turn on the physics system via the Cinematic or do I have to now run the game start it off with the cinematic via BP’s just to test things while the sim is running then switch it every time I change cinematics?

This seems like a giant waste of time where in 4.12.5 I could just select a cinematic, attach the view port to the camera I wanted to use, and the press simulate and then play the cinematic on top of it, even I wanted to record it same thing then hit record.

I can demo this on stream if you want to see how easy it was in 4.12.5 let me know I will show the engineers why this was a great feature. twitch.tv/vexarax

Also seemed to found a new feature in 4.14 every time I click to edit terrain while the sim is running the editor just crashes. Sometimes I forget to turn it off before starting to work again.

any update on this request, I really need this feature back, new work flow is slower and sad.

Hey Vex,

This got accepted for some reason, which takes it off my to-do list. So I was trying this out in 4.12.5 and could not actually get it to happen.

I have a simple cinematic, which has one object moving and a camera. I do not enable Auto-Play or have anything on BeginPlay. Then I Simulate and try to scrub through and play from the Sequencer Editor. You’re saying this should play the animation?

You had mentioned streaming the functionality. Could you instead capture and upload to youtube?

I was not scrubbing through the cinematic just pressing “play / simulate” then pressing play on the cinematic it would run with simulation continuing to play. In 4.14+ it disconnects the camera and returns the view to the starting point of the camera. I would have the view port tied to the camera of the cinematic to be played, for instance I have 3 in one scene and if I just attached the camera, then stopped and started the sim then play on the cinematic it would keep the camera attached to the view port and play. This is really nice when using the Ocean plugin or any scene with physics going off so you can test it will out running the game, very good for fine tuning.

I am streaming right now if you want I can repro it for you live on both versions of the level 4.12.5 and 4.14. twitch.tv/vexarax let me know if you are there I will drop what I am doing and show it.

also if you have a cinematic set to auto play and play another cinematic during simulation it will play the “wrong” auto play cinematic instead of the one you wanted to play.

could be something to do with the new burnin function I am seeing here I dont remember if this was in 4.12.5. Seems to new to me. Maybe that new code is causing the trouble. I will look for it in 4.12.5. Right now I have 4.14.1 on my screen and streaming it.

double checked running 4.12.5 and 4.14.1 at the same time to see if I can figure out anything I might have changed. Right now it looks the same. I do not see the burnin option on 4.12.5.

I have a good example why i think this is a new bug if you have the camera selected when you are running the sim you can see a tiny version of the sim running in the camera as it was working in 4.12.5. It just wont let you keep the camera connected to the large view port in 4.14.1.

I double checked also if it had something to do with the camera being set to locked in the cinematic but it no luck it didn’t fix it.

Thank you for the help in looking into this I been waiting since I switched over 4.14.1 and it causing me to rethink my plans.

another clue I have both running going through every option under the Editor Preferences - New Option Allow Possession Of PIEViewports this was unchecked - but when checked it still didn’t connect to the view port. Might be another thing they changed that could be causing the bug. I didn’t restart the editor though. I will do that now and see if this option has to be clicked on before load.

Hi Vexar,

So I got this to work and now that I’ve reproduced it, I got it working in 4.14.

My steps:

  1. Select Lock Camera on a Camera Cut or Shot Track
  2. Simulate
  3. Play

Scrubbing even works:

In the gif, I am using the cinematic controls, but it also works from the Sequencer Editor.

This is NOT expected to work when you have another sequence set to Auto-Play.

Ok I ran through 3 cameras in the scene I got one to work once with Sim on after locking the camera but the other two wouldn’t work, the editor crashed after I shut it down.

The camera that did work only worked while having the cinematic option on the normal view didnt work. Then after restarting the editor it did not work again. Could be a bug in the PhysX Driver I am running the latest from Nvidia and a 1080GTX.

I still claim that this is a bug in the 4.14.1 version because even if the steps you show worked 100% for me it is still not great to have to lock the camera every time before previewing when you are trying to lock a shot down.

Imagine trying to get a perfect shot of bullets breaking apart the side of the building and having to do that step every time you wanted to make a micro camera move or adjustment.

Thank you for the effort in trying to help me, I will keep waiting for new version with a fix.

The crashes sound like a whole other issue, but please report those in a new thread. I have not found a scenario where this doesn’t work for me. I even tried it on a few of our compatibility machines (Win10, Win8, various GPUs) and it works as expected. Definitely try some older drivers.

You have to lock the camera from the Sequence Editor any time that you are working with it. Just like when you’re outside of simulation. You don’t have to click the Lock Viewport button every time. As long as it is enabled it should work:

In this image, I highlighted the camera cut lock button, but if you select the lock button for the camera itself you can actually make keyable adjustments in the viewport.

I’m imagining your scenario and maybe I’m failing to see how this functionality is a problem. If you make a video demonstrating the issues you’re having, I can put in a feature request. There will not be a fix in newer versions if I can’t enter a clear and concise report.

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,

I didn’t have to lock the camera in 4.12.5 which is my main point, if your solution had worked for me which it sort of did one time in one case, it is a worse work flow then 4.12.5, it is a step back not forward.

My shots are longer 90 seconds, they do not have a spawned in camera but a placed one, maybe it is putting the camera to a default location because the memory size of the physics data it is about to produce is beyond what is expected? Leaving it in the tiny window working with out having to click in the editor and lock the camera. Can you explain why it works in the small window with out doing these extra steps?

Here is a link to an old version of the shot I am working with it is 5 months old. This was created using a 580GTX, using 4.11-4.12.5 ocean plugin, etc. Now I am using 1080GTX and have added to the scene, and this scene still work exactly as it did in 4.12.5 with my current latest drivers. Regardless of the minor differences in our machine setup the key difference is that I am running 4.14.1.

https://vimeo.com/175580647

My request is that you can get an engineer to explain why this change / bug happened since it still works the same as it did but in the small tiny window, and if they accept as an unintended circumstance of the all the code changes slammed into the build before Christmas break. If possible a timeline of when it will be fixed in a point release.

Hi Vexar,

The reason I want a video showing the editor session is because I need to see EXACTLY what you’re doing. There seems to be some discrepancy between our two expectations of how the editor is expected to work in this case and I want to get on the same page. I REALLY want to make sure I’m seeing what you’re seeing and I really want to help here.

Here is exactly what I’m doing in 4.12: Imgur

What is it that I’m doing differently?

If you can’t screencap your editor(I get it, screencap software isn’t always cheap), can you feed me some exact steps (as detailed as possible). Then provide a “Result” and “Expected” behavior at the end of it. Also check into ScreenToGif, that’s what I’m using to capture these.

PS - Engineers don’t typically chime in on answerhub, but I’ll reach out once I understand what it is that we are doing differently.

No problem we have the same goal. I tried making a clip during a stream but found out it was only 13 seconds. I will make a full clip and post it of exactly what is happening on my end.

Hi ,

I created a video this morning of both versions running pretty much the same scene, and the problem I am experiencing.

Let me know if this video works in showing the trouble, and if you can use it to get it fixed. I did not edit the video just raw feed from streaming software.

YoutubeVideo of Bug

,

I found out the trouble, you were right. I was locking the Camera not the Shot or Cut Track, Locking the Camera did not fix it but I redid a new shot in a new project, and once I locked the Camera Cut it worked as it did 4.12.5. If I locked the camera alone it did nothing as you can saw in the video. Once I lock the Cut track I never have to unlock it and the camera can be unlocked.

They must have changed this option to default to off when I moved the project over, as I never remember having to lock the Cut Track. I am good to go now! Thank you for the help, and putting up with me!

-Vex

PS: I have editor animations disabled but this Lock Shot / Camera Cut Track Button should show that it is locked with some indication Blue or Red something easy to see from a 2nd monitor or a larger button, right now it never changes if it is locked or not, you can look right at it, and can’t tell if it is locked unless you hover it and click lock or unlocked.