This is a concise overview of using multiple cameras in the sequencer in Unreal Engine. The sequencer is unlike any of multi-track editor and takes some time to understand. This video will help you.
It is called camera cut because in film making a cut amounts to switching the viewpoint. Hence why Apple calls their video editing software Final Cut. Seems UE wants to be consistent about naming things as they try and bring in the cinematic users. Going through tutorial now, as this is exactly what I need to do in UE! thanks
As someone who has been a video editor for the last 15 years, I also have found the UE5 sequencer incredible unintuitive. Your tutorial has been the best tutorial I've seen on the sequencer. I've been searching for months on here for a good explanation of it but to no avail. Until now. Thank you for taking the time to break this down, it has been incredibly helpful!
Thank you for your help on this, I'm trying to make a battle system and incorporate a camera system similar to pokemon colosseum where it focuses on characters and pans around the battlefield
thank you very much! I searched all over RU-vid and there was no such thing anywhere. Everywhere there were stupid people who taught what they didn't know. They rendered each time with one camera. I couldn't believe it, that it's impossible in such a program. And I found you! I subscribe and like and once again thank you so much from Moscow!
Thanks! This video is missing one huge step, instead of using take recorder, you can save the whole sequence as "cinematic level sequence." To re-open the sequence, you open the main level itself and then you double click that saved level sequence, and all your transforms and edits should pop up and adjustable. Thanks for the video, I am also a UE self-educator bumping into several walls and didn't know how to cut between cameras.
Thanks for the explanation of Camera Cuts. Along with the multiple camera icons, the + icons are also confusing. I think the end bit about Take Recorder is not correct, or well actually it's correct but not necessary. I've never used the Take Recorder & I return to sequences to edit them all the time. You might have to re-bind the cameras and refresh thumbnails in the Camera Cuts but as long as the sequence was saved before quitting Unreal the cameras & cuts should still be there. Even spawnable cameras I think will be saved (...I might be wrong about that though). As I understand it Take Recorder is just for recording gameplay or things like animated cars with physics. There's also an alternate workflow with a Master Sequence that contains separate individual Shot sequences that avoids the Camera Cuts track altogether. One thing that's frustrating about the Sequencer no matter which workflow you choose is the lack of cross dissolves.
hey i keep running into this issue wondering if you can help? i have an opening cut scene in level 5. the cut scene works fine in the editor when pressing Alt P, it plays. but when player loads in from level 4 to level 5 - it does not play! now, in the editor, the camera is randomly in the sky. but when i open the sequencer, the camera snaps into the correct position. and when closing the sequencer, the camera snaps back to the sky, the wrong placement, AND that sky position is what the camera does when the player loads from level 4 into level 5. really strange and can't figure it out.
Hello, is there a UE5 cheat sheet for camera Film Back settings to achieve the many different aspect ratios? For example, what would the film back settings be for 2.35,or 2.39.1
I am new to ue5 primarily I am a c4d and max user and in my videos my workflow is to make 2-3 cams at same timeframe but with different angles, like lets say 3 different angle shots of car in same frame range 0 to 100 and render them all and edit them in post. Ue5 treats cameras as sequence but can I render multiple cams one by one without putting them into sequence or same time frame.
Bro, is there a way to set up the actor visible only for 1 camera, so the rest of the shots will not be affected by for example that animated cube? I mean the cube would be completely hidden, not moving, nor standing there as a static object. I just can't figure it out in my scene. Thanks!
Same same as previous commenter… the UE sequencer is indeed incredibly unintuitive, though obviously powerful. As an editor myself coming from a NLE background I wish I’d stumbled on the basic metaphor you are using here earlier. Without digging through your channel, have you managed to add any more insights into the monster which is UE sequencer??? I’d appreciate any follow up video discussing any new approach you may have. For the newbies out there the poster’s approach to look at UE and sequencer as nouns and verbs to distinguish objects from capturing movement and how to approach editing in sequencer is a simple yet valuable metaphor. Thanks
Hello, is it possible to tab through the cameras in the timeline? Maybe something as easy as pressing the arrow keys to tab through each camera? I think bookmarks only go up to 9 cameras..
you would have to add more cameras on timeline and adjust their being "active" at certain timestamps. also if your doing this, you can move a "cam" screen and lock it with the little thumb tac in the bottom right corner. move these extra "cam" screens in the editor so they dont overlap while in the editor.