Closed caspiDoron closed 10 months ago
It relies on the cinematic camera having collision overlaps enabled and being in the ECollisionChannel::ECC_Camera
collision channel, check your camera satisfies that.
Thanks for you reply. I tried to find a way to set in the cinematic camera or even in a normal camera actor in the level but the volume failed to detect it. the only I got it to work was to add a collision sphere a child component on the camera and set it to Object Type=Pawn.
In the cinematic sequencer I could only set "Generate Overlap Events During Level Streaming" but it didn't work...
We have a large amount of cinematics and it be great if we could make it work by default...
Maybe something was changed in 5.2?
I suggest creating a blueprint for your cine camera with the correct overlap setup and using that everywhere. The streaming volume requires overlap events to know that the camera has entered / left it.
Hi, Should the SpudStreamingVolume work with Cinematic camera? I see a comment in the code that it should: // unlike the standard streaming volume, we're going to use pawns and cameras to load But I`m unable to get it to work... Is there a flag that needs to be set?
Thanks a lot!