OMG This is exactly what I needed! Thanks for posting this. BTW, you may have already figured this out by now but, you can easily control the camera speed with your middle mouse wheel. Just hold the right button and scroll up and down.
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!
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.
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
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 UA-cam 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 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.
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
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.
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.
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
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!
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.
OMG This is exactly what I needed! Thanks for posting this. BTW, you may have already figured this out by now but, you can easily control the camera speed with your middle mouse wheel. Just hold the right button and scroll up and down.
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!
You are a great teacher thank you!
Wow I can't thank you enough for this. I could not figure out how to see the entire sequence playback. You rock, my dude.
Thank you so much for explaining the vocab instead of just throwing it out there, the noun/verb analogy makes way more sense to me
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.
you dont know how much this helped, i have been seatching for this for the past 3weeks, thank you, thank you, thank you
I’ve been watching their UA-cam tutorial and just not getting it for hours now. Ty! This made so much more sense.
This was by far the best video I've seen on this. Thank you!!!!!
YOU SAVED MY COLLEGE PROJECT THANK YOU
No one could make it clearer,,, thanks a lot.
omg i was trying to figure out how to get back to the camera view for sooo long!! Thank you !! 🤣
Thank you, I've been trying to get my head around this for way to long, now I get it
I've hardly tryed to find how UE makes something like camera morph in c4d. And that's it! Thank you so much!
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
Great video man! It really is so unintuitive this is exactly what I needed!
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 for this! Very helpful as I am new to unreal.
Thanks for this video, it solved my problem. Great stuff❤
thanks a lot. the little cam icon was the missing link to all my questions :-)
Спасибо большое! Это то, что нужно! Очень выручили!
subbed amazing video
thank you very much! I searched all over UA-cam 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!
Like and subbed! Thanks my man!
Thanks for tutorial, subbed ;)
7:50 oh sweet baby jesus thank you
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.
Thank you Sir for this Tutorial, finely I understand :)
I got to jump to minute 9 to get to the answer. However, its well explained. Thanks
Great job 👌
Thank you, it's more clear now. But I didn't get why we need take recorder
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
Thanks for tutorial BRO
really helpful video
helpful! thank you.
Thank you! Is it better just to use Add level sequence with shots?
Grateful🙂
"its a dead scene", hahaha, thats a good one, really LMAO
0:36 - And with that single statement, i know why i'm struggling so much with trying to get camera cuts in my scene haha
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.
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.
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
TY ☺️
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!
ty
TYSM
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.
Camera 2 cut @11:39
For people like me who needs it fast
I've never related to a small "wha-" more than at 10:35. UE5 will elicit that reaction from me on an hourly basis at least
11:30 explains how to swap cameras in sequence
Camera switch option at 12:29
wtf.. ive never had to even touch the take recorder... why would u record the camera cuts and not just save the sequence?
I lost my work because of the take recorder