As a camera nerd learning Unreal Engine (5), this tutorial is one of the most useful I have ever seen! Thank you so much for going into the technical stuff, this improved the final touch of my rendered images by a significant lot, and made me able to start using the terms in-engine that i'm familiar with from photography. Hälsningar från Umeå.
Tack för dina vänliga ord, Magnus! De gläder oss mycket att du gagnades av informationen! Precis som du är vi mycket kameraintresserade, så därför var det ett sådant nöje att djupdyka i just dessa inställningar :) Vi ser fram emot att också få testa Unreal Engine 5 på allvar, men vi behöver bli klara med lite andra projekt innan vi kan ge oss själva fria tyglar med upptäckarlustan :) All lycka till med Unreal Engine, och allt gott till dig! /Sofia & Alexander från ett sommarhett Stockholm
This is unquestionably the best tutorial for still photography in Unreal Engine I have seen and I went through many before finding this gem of a video. Incredibly well explained and demonstrated, very very helpful, I have learned so much from this wonderfully clear, well demonstrated and explained video. Thank you very, very much! I really hope you make more tutorials about Unreal Engine.👍😁😎
Thank you very much for your encouraging words! We are very glad that you have learnt from it! We look forward to make more, but at this moment, we are preparing for the fall's diploma project in school, so much time is diverted towards that :) All the best to you, Sofia & Alexander
Hello, John! We are aware that this is a late response, and we are sorry for this. Yes, you are correct in that; in the blueprint where you control the camera of your game, under Components, you can add either a Camera or a CineCamera actor. We wish you all the best, Sofia & Alexander
Amazing Tutorial, clarity at the peak of the genre... I felt like when studying English by listening Pet Shop Boys , their very perfectly British speaking was absolutely essential for learning purposes. This tutorial besides covers a lot of information exhaustively with what it seems a lot of useful and important details. I'll watch the other tutorials for sure. I came here while desperately looking for a tutorial to help me creating a very cinematic and unusual perspective and an overall immersive experience in games development. Precisely, I wish to use the Cine Camera to follow the player {I wish to add a very slight wobbly effect, just an almost imperceptible, something similar to a handycam following a cop in TV shows and documentaries about Police; but also a bit of shakes like when got hit by a projectile or giving a punch} in various aspects of what is meant to be a hard boiled detective crime story and, eventually, create scenes with a split screen {like showing the player and the villain of the game before they square off for the many confrontations between the two, for example} in particular moments of the game in order to enrich the storytelling. Dunno if I can find any useful information about that, here, but I hope so. I really would like to find a tutorial to help me with that. Again... my compliments a big thank you to both Sofia and Alexander!!
Thank you very much for your encouraging and highly appreciated comment, Davide! With words such as yours, we would really want to find time to focus on creating more tutorials, but time will tell when we get the opportunity :) We have not had any experience with split screen gameplay elements, but when it comes to the camera shake that you describe, it should be easily solved by using different CameraShake Blueprint classes (simply add new Blueprint, and search for "camerashake" under All Classes). Adjust their values to your liking, and then call these different camera shakes in the blueprints for your gameplay functionality, so that the CS_PunchHit blueprint gets referenced when punched, and CS_ProjectileHit when shot at, etc. The tutorial linked here is old but gold, and should still be applicable for current versions of the engine, and translatable to your camera shake implementations: th-cam.com/video/1nMKHwsXSCc/w-d-xo.html All the best to you, Davide, and good luck in your very interesting detective game project! Sincerely, Sofia & Alexander
The main difference is that a CineCamera Actor has additional settings, including Filmback (sensor properties; 5:47), Lens Settings (lens properties; 7:16), and Focus Settings (Auto-focus tracking; 10:06), to more properly simulate a real-world camera - to make the shot, when properly used, look more cinematic :) Best wishes /Sofia & Alexander
I have three more questions: 1) How to create keyboard shortcuts for different cinema camera actor? 2) How to walk or run with the character in the scene? 3) How to screenshot each cinema camera actor?
For question 2), our suggestion would be to look into Advanced Locomotion System V4 (ALS), which we have a tutorial on via this following link: th-cam.com/video/cpv3Spm4Gng/w-d-xo.html&ab_channel=SanningArkitekter For the other questions, we have no answer, other than that it probably can be done with Blueprints, although we have no experience of those specific scenarios. Come to think about it, we know that Matt Oztalay authored a blueprint for evaluating performance statistics, and we think he included screenshots of every camera in the scene in doing so. It might be a little to much information and out of scope, but the segment that might be of interest to you is around the 22:10 mark in the following video: th-cam.com/video/ZRaeiVAM4LI/w-d-xo.html&ab_channel=UnrealEngine We hope that it is okay that we can only answer one question out of three - we'll have to take care of our young one now :) /Best wishes, Sofia & Alexander
Hello, Maikel! We are sorry to say, but we do not know how that would be done. If you find out, we’d be happy if you shared here how you succeeded :) Best wishes /S&A
Hello Friend! I have found how to, but result its verry laggy for comforteble work in comparation with blender for example... So. To do it we need to activate plugin Image Plate, attach it to CameraActor and make media texture for the plate. All info at official Image Plate manual from unreal. I think professional compositing process cant be done at 1 program. For example we ned to use unreal for scene and then blender/element3d/AE/etc to make vfx at the scene @@SanningArkitekter
@@MaikelBorys Wow, that is very informative! Thank you for figuring out so much - even if you found it not to be comfortable enough to use as a primary workflow. Your final sentence made us think about the Composure plugin - the example video given here entails the composition of a backplate image with a rendered scene: th-cam.com/video/8pmGQITOgkY/w-d-xo.html It might be what you have already experimented with (since Image Plate and Media Plate sound like very similar if not identical components), and perhaps Unreal Engine is not yet mature enough to be on-par with other compositing software in that aspect. If the Composure plugin is of interest, here is a quite lengthy introduction: th-cam.com/video/VIKBHiOIEK0/w-d-xo.html We really hope your project comes out satisfactorily! Best wishes /Sofia & Alexander
Hello there! We are unfortunately unable to replicate the issue on our end. It would be advisable in this case to go to the official Unreal Engine forums - forums.unrealengine.com/ - and ask about your issue there (be sure to upload an image of the issue to your forum post). Perhaps the "Rendering" subforum is an adequate one :) We hope your issue is resolved soon! /S&A
As a camera nerd learning Unreal Engine (5), this tutorial is one of the most useful I have ever seen! Thank you so much for going into the technical stuff, this improved the final touch of my rendered images by a significant lot, and made me able to start using the terms in-engine that i'm familiar with from photography. Hälsningar från Umeå.
Tack för dina vänliga ord, Magnus! De gläder oss mycket att du gagnades av informationen! Precis som du är vi mycket kameraintresserade, så därför var det ett sådant nöje att djupdyka i just dessa inställningar :) Vi ser fram emot att också få testa Unreal Engine 5 på allvar, men vi behöver bli klara med lite andra projekt innan vi kan ge oss själva fria tyglar med upptäckarlustan :) All lycka till med Unreal Engine, och allt gott till dig! /Sofia & Alexander från ett sommarhett Stockholm
This is unquestionably the best tutorial for still photography in Unreal Engine I have seen and I went through many before finding this gem of a video. Incredibly well explained and demonstrated, very very helpful, I have learned so much from this wonderfully clear, well demonstrated and explained video. Thank you very, very much! I really hope you make more tutorials about Unreal Engine.👍😁😎
Thank you very much for your encouraging words! We are very glad that you have learnt from it! We look forward to make more, but at this moment, we are preparing for the fall's diploma project in school, so much time is diverted towards that :) All the best to you, Sofia & Alexander
Thanks for the video, Question, can you use the Cine camera while playing the game or is it just used in the editor?
Hello, John! We are aware that this is a late response, and we are sorry for this. Yes, you are correct in that; in the blueprint where you control the camera of your game, under Components, you can add either a Camera or a CineCamera actor. We wish you all the best, Sofia & Alexander
Great tutorial - thanks for this.
Thank you for your kind words, Brett! Sincerely, Sofia & Alexander
Perfect explanation - thank you !
Thank you very much, Krzysztof! And Merry Christmas! /S&A
Extremely helpful. Thanks.
Thank you for your kind words! We are very glad it helped! Best wishes /S&A
thanks for that, helped me out a lot
We are very glad that it did! Sincerely, Sofia & Alexander
Amazing Tutorial, clarity at the peak of the genre... I felt like when studying English by listening Pet Shop Boys , their very perfectly British speaking was absolutely essential for learning purposes.
This tutorial besides covers a lot of information exhaustively with what it seems a lot of useful and important details. I'll watch the other tutorials for sure. I came here while desperately looking for a tutorial to help me creating a very cinematic and unusual perspective and an overall immersive experience in games development.
Precisely, I wish to use the Cine Camera to follow the player {I wish to add a very slight wobbly effect, just an almost imperceptible, something similar to a handycam following a cop in TV shows and documentaries about Police; but also a bit of shakes like when got hit by a projectile or giving a punch} in various aspects of what is meant to be a hard boiled detective crime story and, eventually, create scenes with a split screen {like showing the player and the villain of the game before they square off for the many confrontations between the two, for example} in particular moments of the game in order to enrich the storytelling.
Dunno if I can find any useful information about that, here, but I hope so. I really would like to find a tutorial to help me with that.
Again... my compliments a big thank you to both Sofia and Alexander!!
Thank you very much for your encouraging and highly appreciated comment, Davide! With words such as yours, we would really want to find time to focus on creating more tutorials, but time will tell when we get the opportunity :)
We have not had any experience with split screen gameplay elements, but when it comes to the camera shake that you describe, it should be easily solved by using different CameraShake Blueprint classes (simply add new Blueprint, and search for "camerashake" under All Classes). Adjust their values to your liking, and then call these different camera shakes in the blueprints for your gameplay functionality, so that the CS_PunchHit blueprint gets referenced when punched, and CS_ProjectileHit when shot at, etc. The tutorial linked here is old but gold, and should still be applicable for current versions of the engine, and translatable to your camera shake implementations: th-cam.com/video/1nMKHwsXSCc/w-d-xo.html
All the best to you, Davide, and good luck in your very interesting detective game project! Sincerely, Sofia & Alexander
thanks very useful !
Thank you for your appreciation! Best wishes, Sofia & Alexander
What's the difference between camera actor and cinecamera actor? What's the best? 3:15
The main difference is that a CineCamera Actor has additional settings, including Filmback (sensor properties; 5:47), Lens Settings (lens properties; 7:16), and Focus Settings (Auto-focus tracking; 10:06), to more properly simulate a real-world camera - to make the shot, when properly used, look more cinematic :) Best wishes /Sofia & Alexander
it was realy helpfull mate tanx
We're really glad to hear that! :) /Sofia & Alexander
I have three more questions:
1) How to create keyboard shortcuts for different cinema camera actor?
2) How to walk or run with the character in the scene?
3) How to screenshot each cinema camera actor?
For question 2), our suggestion would be to look into Advanced Locomotion System V4 (ALS), which we have a tutorial on via this following link:
th-cam.com/video/cpv3Spm4Gng/w-d-xo.html&ab_channel=SanningArkitekter
For the other questions, we have no answer, other than that it probably can be done with Blueprints, although we have no experience of those specific scenarios.
Come to think about it, we know that Matt Oztalay authored a blueprint for evaluating performance statistics, and we think he included screenshots of every camera in the scene in doing so. It might be a little to much information and out of scope, but the segment that might be of interest to you is around the 22:10 mark in the following video:
th-cam.com/video/ZRaeiVAM4LI/w-d-xo.html&ab_channel=UnrealEngine
We hope that it is okay that we can only answer one question out of three - we'll have to take care of our young one now :) /Best wishes, Sofia & Alexander
Its posible to overlay video at CineCamera Actor view with some opacity? Later export png to import at after efects and make composition. Thanks!
Hello, Maikel! We are sorry to say, but we do not know how that would be done. If you find out, we’d be happy if you shared here how you succeeded :) Best wishes /S&A
Hello Friend! I have found how to, but result its verry laggy for comforteble work in comparation with blender for example... So. To do it we need to activate plugin Image Plate, attach it to CameraActor and make media texture for the plate. All info at official Image Plate manual from unreal. I think professional compositing process cant be done at 1 program. For example we ned to use unreal for scene and then blender/element3d/AE/etc to make vfx at the scene @@SanningArkitekter
@@MaikelBorys Wow, that is very informative! Thank you for figuring out so much - even if you found it not to be comfortable enough to use as a primary workflow. Your final sentence made us think about the Composure plugin - the example video given here entails the composition of a backplate image with a rendered scene: th-cam.com/video/8pmGQITOgkY/w-d-xo.html
It might be what you have already experimented with (since Image Plate and Media Plate sound like very similar if not identical components), and perhaps Unreal Engine is not yet mature enough to be on-par with other compositing software in that aspect.
If the Composure plugin is of interest, here is a quite lengthy introduction:
th-cam.com/video/VIKBHiOIEK0/w-d-xo.html
We really hope your project comes out satisfactorily! Best wishes /Sofia & Alexander
my Cine Camera drops Square shadows on objects? How to disable it, i looked everywhere, couldn't find option to disable it. Thanks!
Hello there! We are unfortunately unable to replicate the issue on our end. It would be advisable in this case to go to the official Unreal Engine forums - forums.unrealengine.com/ - and ask about your issue there (be sure to upload an image of the issue to your forum post). Perhaps the "Rendering" subforum is an adequate one :) We hope your issue is resolved soon! /S&A
@@SanningArkitekter thanks for your time! :) my friend are both stuck with this and can't figure it out