Although not necessarily essential, if you have come to Unreal from programs such as Houdini or 3ds Max, then you may be interested in understanding the difference between the 'spawnable' and 'possessable' cameras. In this video, learn why such users may prefer the possessable camera, but also look at the advantages of using a spawnable camera with Sequencer.
- [Instructor] What we want to do in this video … is take a look at two ways in which … we might choose to use our cameras in sequences. … These being known as spawnable and possessable cameras. … With our sequence open then, … and after making sure … that we are inside the Cinematics section of the Mode tab, … let's hold down the control key … as we left click and drag on the cine camera option. … Noticing that this automatically … adds the camera to our sequence … once we let go of our mouse. … And that it automatically makes it a possessable camera. … Now what we mean by that … is that the sequence is using the camera … that exists in the world, and then working through that, … rather than the camera only existing … inside the sequence itself. … To show how this works, … if we go ahead and select the camera … and its tracks in the sequence, and then delete them, … you can see that the camera … is still sitting inside the level … because the sequence was simply possessing … or taking control of the existing camera. …
- What is the Sequencer?
- Adding a cinematic camera to a level
- Using a crane camera
- Creating a level sequence
- Adding a master sequence
- Keyboard shortcuts for the Sequencer
- Playing a sequence via Blueprints