Great tutorial, but there's an even easier way: - Instead of an empty actor, use a Cine Camera Actor. - By default, the plane is a static mesh. In its settings, you can set that to "move". - Now that it's not static anymore, stick it to the Cine Camera Actor. - Use that camera's LookAt setting set to aim your other camera. Boom, the screen now faces your cam. No blueprint required (although your method is very easy too!).
Yup. That mostly works, but only if the camera stays vertically positioned at the same height as the plane. If the "filming" camera is positioned above or below the image plane, the two-camera approach will tilt the plane up or down accordingly. Using this blueprint approach ensures that the plane only pivots on the Z axis. :-)
@@PixelProf I didn't get that issue. But I did have a problem where the rotation on other axes doesn't work properly. Instead I now stick the virtual screen to the virtual camera. Perspective is given irl. It's basically manual Live compositing.
This really helped me. I was looking to see how to make the plane look at the camera via the sequencer and without the simulation of gameplay. However, the logic in this video does rotate the plane when the camera rotates. The issue I had was that if you want to just preview everything in the editor without the need of pressing simulate then this would need some additional steps. Looking forward to more videos on this channel ! This is the only place I could really even find an answer.SHHHHHEEEEESSH
Awesome tutorial, thanks for making this! I tried a bunch of other videos before I attempted this one because they were shorter. But none of them worked. And this one did! So nice work.
Hi, couldn't you do this with an Image Plate actor? As I understand if an Image plate is added to a Cine Camera, the plate and camera will always move together, such that the Plate is perpendicular to the camera.
Can you update this for UE 5.1 with MediaPlates? Everything is so different. The MediaPlate doesnt use a plane, it doesnt have an editable blueprint, and if I try to create one I can't drag the MediaPlate asset into the Blueprint editor etc etc... I'd love to know how to do this with UE5 but all the tutorials are for UE4 and Im unable to follow along with UE5.1 because things dont work the same.
hey man, great tutorial. i have a question. in 5.4 you cant bind a plate with a video to an actor. maybe this is the reason that this doesnt work anymore? i dont get the movement from the camera to the plate. is there any fix of it?
this is very interesting and well done. but i have a question. How can you make this possible without pressing the only button to get into game mode? coz in game mode you cannot render out your level sequencer. Correct? so how can you make this possible with pressing ONLY the play on level sequencer and NOT the game mode?? Pls help
I'm sorry, I followed your tutorial and it works form me... exept the pivot orientation of the Plane Amier....It doesn't change just by rotate the actor as I saw here... Can you help me?
Pre-keyed in Nuke (could be done with After Effects or other comp app) and exported as PNG Image Sequence with Alpha. That can be brought into UE5 as an Image Media Source: docs.unrealengine.com/5.0/en-US/play-an-image-sequence-in-unreal-engine/
If we have more then one plane that we wan to face the camera, Is there a way to connect multiple GetActorLocations for multiple PlaneAimers to one camera?
Yup. The plane can use any texture, including video feeds. I tend to use it for "live broadcast" streaming "stages" when the camera is setup to move a bit.
@@PixelProf Thanks a bunch Im using UE$ to set up a live concert and have a 30ft curved green screen im using an this will allow me to not look 2d on side profile shots!
A LIL' HELP? My footage-with-alpha of my greenscreened actor is mapped to the plane... .but hours are slipping by while I try to figure out how to make the background translucent in UE (it's currently black). Pixel Prof, do you (or does anyone else?) have any tips or good tuts that can help me reach the starting point in this awesome vid? (I've found tuts on mapping images/video to a plane, but none dealing with alphas). Thanks!
I know it's been months, but just on the tiny chance nobody ever helped, you can set the material as 'transparent' and then feed the alpha into 'opacity' in the material. docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/HowTo/Transparency/
(if you don't have an alpha but have your colour on black, you can usually multiply it by a very large value, clamp it to 0-1 and feed that as a black/white mask into the alpha, as a quick in engine hack)
@@HaydnSR thanks much! This challenge occurred just as I was giving up on UE in my Mac environment, and I began playing with doing VP work in Blender instead. Now that UE 5 is actually out, I’ll give awesome-but-problematic-on-mac UE another go (planning on final raytraced renders using pc-in-the-cloud iRender) and will try one of your approaches - Much appreciated!
My X, Y and Z - Axis always seem to face the same direction even after rotating (applies to the whole world) , this way it is really hard to get the position correct as I have no visual feedback to see if the X-axis is pointing to the Camera, any Idea how to change this?
Sounds like you're likely working in world coordinates. Look at the set of semi-transparent buttons in the upper right corner of the viewport. Reading left-to-right, the first four buttons are "translate", "rotate", "scale" and then the one you want... "coordinate system". If that fourth button looks like an Earth, you're in world coordinates. Click that to toggle to "Object coordinates"... the picture in the button will change to a cube, and now your transforms should be oriented relative to the object (or camera) you have selected. Hope this helps. Have fun.
I tried this but using a camera as a component inside a 1st person character I couldnt place the camera in the blue print. Is there a way to make the plane move with the camera component?
Hello I tried to follow this technic using unreal 5 but I get an error message saying I can't drag the plane into an empty actor can someone please advise thanks
Thank you so much again, that tutorial es very useful for my work, I want to share with you if I can sale something of that foe my clients webinar, please let me know we have to do that
hello Pixel Prof! thank you for this tutorial i try to make virtual studio with unreal engine and htc vive i made vive trigger as virtual camera with this tutorial ua-cam.com/video/GjCo4p7DNPM/v-deo.html and made e media bundle with this tutorial ua-cam.com/video/MoPA3kws7BE/v-deo.html finally i need to rotate media bundle with virtual camera so i do that like this tutor ua-cam.com/video/_Hl8_eZ4sFY/v-deo.html but nothing happening! media bundle not rotate with virtual camera how fix that?
Great tutorial, but there's an even easier way:
- Instead of an empty actor, use a Cine Camera Actor.
- By default, the plane is a static mesh. In its settings, you can set that to "move".
- Now that it's not static anymore, stick it to the Cine Camera Actor.
- Use that camera's LookAt setting set to aim your other camera.
Boom, the screen now faces your cam. No blueprint required (although your method is very easy too!).
Yup. That mostly works, but only if the camera stays vertically positioned at the same height as the plane. If the "filming" camera is positioned above or below the image plane, the two-camera approach will tilt the plane up or down accordingly.
Using this blueprint approach ensures that the plane only pivots on the Z axis. :-)
@@PixelProf I didn't get that issue. But I did have a problem where the rotation on other axes doesn't work properly. Instead I now stick the virtual screen to the virtual camera. Perspective is given irl. It's basically manual Live compositing.
This really helped me. I was looking to see how to make the plane look at the camera via the sequencer and without the simulation of gameplay. However, the logic in this video does rotate the plane when the camera rotates. The issue I had was that if you want to just preview everything in the editor without the need of pressing simulate then this would need some additional steps. Looking forward to more videos on this channel ! This is the only place I could really even find an answer.SHHHHHEEEEESSH
Awesome tutorial, thanks for making this! I tried a bunch of other videos before I attempted this one because they were shorter. But none of them worked. And this one did! So nice work.
This is what I was looking for 😃 I don't have words to thank you!!!!!!!! 😃
Hi, couldn't you do this with an Image Plate actor? As I understand if an Image plate is added to a Cine Camera, the plate and camera will always move together, such that the Plate is perpendicular to the camera.
Can you update this for UE 5.1 with MediaPlates? Everything is so different. The MediaPlate doesnt use a plane, it doesnt have an editable blueprint, and if I try to create one I can't drag the MediaPlate asset into the Blueprint editor etc etc... I'd love to know how to do this with UE5 but all the tutorials are for UE4 and Im unable to follow along with UE5.1 because things dont work the same.
I will be doing this tutorial this weekend... thanks very good tutorial and very calming voice
Just what I needed! Thank you for a great tutorial!
hey man, great tutorial. i have a question. in 5.4 you cant bind a plate with a video to an actor. maybe this is the reason that this doesnt work anymore? i dont get the movement from the camera to the plate. is there any fix of it?
I think today, I’d set this up using world displacement within the material itself. Will try to make time for an updated version of this. 🙂
@@PixelProf that would be great. thanks for your good work 🙂
this is very interesting and well done. but i have a question. How can you make this possible without pressing the only button to get into game mode? coz in game mode you cannot render out your level sequencer. Correct? so how can you make this possible with pressing ONLY the play on level sequencer and NOT the game mode?? Pls help
awasome tutorial, how do you apply it with two or more cameras?
And 1 more situation, what if there are more than 1 plane with image in the scene
how to play on sequencer? it must be click play to activate?
Hello, I did everything according to your video, the Plane does not rotate, please help me figure out what is wrong
I'm sorry, I followed your tutorial and it works form me... exept the pivot orientation of the Plane Amier....It doesn't change just by rotate the actor as I saw here... Can you help me?
muchas gracias por tu tiempo y dedicación. !!!! estaba justamente buscando este tema para mi trabajo!
Hey, total noob to ue5, coming from blender - how do you create that alpha video texture in the first shot?
Pre-keyed in Nuke (could be done with After Effects or other comp app) and exported as PNG Image Sequence with Alpha. That can be brought into UE5 as an Image Media Source:
docs.unrealengine.com/5.0/en-US/play-an-image-sequence-in-unreal-engine/
If we have more then one plane that we wan to face the camera, Is there a way to connect multiple GetActorLocations for multiple PlaneAimers to one camera?
Have you found a solution?
I've wasted a whole day on this...
Could you apply this in correlation with a live feed green screen using a tacker for the camera angle?
Yup. The plane can use any texture, including video feeds. I tend to use it for "live broadcast" streaming "stages" when the camera is setup to move a bit.
@@PixelProf Thanks a bunch Im using UE$ to set up a live concert and have a 30ft curved green screen im using an this will allow me to not look 2d on side profile shots!
UE4*
Hi is there any chance you can upload your project files?
A LIL' HELP? My footage-with-alpha of my greenscreened actor is mapped to the plane... .but hours are slipping by while I try to figure out how to make the background translucent in UE (it's currently black). Pixel Prof, do you (or does anyone else?) have any tips or good tuts that can help me reach the starting point in this awesome vid? (I've found tuts on mapping images/video to a plane, but none dealing with alphas). Thanks!
I know it's been months, but just on the tiny chance nobody ever helped, you can set the material as 'transparent' and then feed the alpha into 'opacity' in the material. docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/HowTo/Transparency/
(if you don't have an alpha but have your colour on black, you can usually multiply it by a very large value, clamp it to 0-1 and feed that as a black/white mask into the alpha, as a quick in engine hack)
@@HaydnSR thanks much! This challenge occurred just as I was giving up on UE in my Mac environment, and I began playing with doing VP work in Blender instead. Now that UE 5 is actually out, I’ll give awesome-but-problematic-on-mac UE another go (planning on final raytraced renders using pc-in-the-cloud iRender) and will try one of your approaches - Much appreciated!
Awesome been looking for a way to this for a while. Any chance you can do a tutorial on the process of exporting your production for final output.
Ive been trying to how to set this up where it can face whichever is the active camera. Since I'm setting up a multiple camera scene.
did you find a solution? trying the same thing..
I couldn't click and drag the Plane into the PlaneAimer, I had to right click the plane and then click "Attach to" and then choose the PlaneAimer.
You also have to make sure that the Plane's Mobility settings are set to "Movable" and not just "Static".
WOW Thank you very much,its very useful!
My X, Y and Z - Axis always seem to face the same direction even after rotating (applies to the whole world) , this way it is really hard to get the position correct as I have no visual feedback to see if the X-axis is pointing to the Camera, any Idea how to change this?
Sounds like you're likely working in world coordinates.
Look at the set of semi-transparent buttons in the upper right corner of the viewport. Reading left-to-right, the first four buttons are "translate", "rotate", "scale" and then the one you want... "coordinate system". If that fourth button looks like an Earth, you're in world coordinates. Click that to toggle to "Object coordinates"... the picture in the button will change to a cube, and now your transforms should be oriented relative to the object (or camera) you have selected.
Hope this helps. Have fun.
@@PixelProf Thanks, that was indeed the problem! Thanks a lot, great tutorials by the way :)
Very helpful. Thank you
i cant parent the staticmeshplane to the empty actor .. is it something to do with unreal engine 4.26.1?
Nvm, found another method of making a dynamic plane by using New Blueprint
@@Mus.B.E. how?
@@Mus.B.E. tell people how then
I tried this but using a camera as a component inside a 1st person character I couldnt place the camera in the blue print. Is there a way to make the plane move with the camera component?
I watched the video a few times and got it set with -90 on z... video really really helped
Hello I tried to follow this technic using unreal 5 but I get an error message saying I can't drag the plane into an empty actor can someone please advise thanks
Make sure that both your empty actor and plane have Mobility set to "Movable" (setting is after the Transform section of the actors' details panel)
Same problem: Cannot attach static actor plane to dynamic actor. Looks like new version of UE.. Did anybody have an idea how to fix?
and that's the answer : in plain's right pannel - details - transform - click "movable"
Thank you so much again, that tutorial es very useful for my work, I want to share with you if I can sale something of that foe my clients webinar, please let me know we have to do that
Thanks a lot. But it's so complicated for such a simple thing...
how i can add to ndi camera ? ndi camera dnt have this option . . . uhmmm
Did you find it?
Following.
hello Pixel Prof!
thank you for this tutorial
i try to make virtual studio with unreal engine and htc vive
i made vive trigger as virtual camera with this tutorial
ua-cam.com/video/GjCo4p7DNPM/v-deo.html
and made e media bundle with this tutorial
ua-cam.com/video/MoPA3kws7BE/v-deo.html
finally i need to rotate media bundle with virtual camera so i do that like this tutor
ua-cam.com/video/_Hl8_eZ4sFY/v-deo.html
but nothing happening! media bundle not rotate with virtual camera
how fix that?