Unreal Engine 4.26 Virtual Camera
A modular UE 4.26+ toolset that allows filmmakers to use an iPad or custom motion tracked display setup to control a virtual cine camera in the real world
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What is Virtual Camera?
Virtual Camera in Unreal Engine is a modular toolset that turns an iPad into a virtual motion-tracked window and controller of cine cameras within Unreal Engine; allowing users to see and control virtual cameras just as they would in the real world with physical cameras. This toolset is not only powerful for large film and TV productions for getting CG shots in real-time, but is also empowering indie filmmakers to partake in the budding world of virtual production using Unreal Engine.
Using the Virtual Camera UMG UI in Unreal Engine provides users with the ability to:
Record camera translation & rotation to a sequence
Take image snapshots
Translate, rotate, & scale objects in the scene using touch
Use a dynamic and interactable top-down map of your current scene to place and teleport to points of interest
Playback, and even record on top of, an open sequence in sequencer
View, playback, & scrub through all of your recent virtual camera sequences
Modify essential camera properties such as F-Stop, Focal Length, focus distance, and focus tracking in real-time
Modify the scaling of the motion tracked movement to move/rotate with less/more movement
Enable and disable motion stabilization on translational and/or rotational axes
View the streaming statistics of the Virtual Camera
Navigate the cine camera via touch joystick controls on top of motion tracking
Modify a number of miscellaneous variables using the settings window
All while also having the ability to modify on top of the system due the modular nature of the UMG widget system
My Role
I worked in close coordination with another in-house UI designer at Magnopus to implement and modify UI assets for Virtual Camera created in Adobe XD as well as coordinated directly with Epic Games' Lead Designers and Product Managers to fully integrate said assets into the engine's main branch.
On top of this I was solely responsible for implementing the entire UI system using a combination of UMG and blueprint systems that I devised. This included but was not limited to:
Creating a dynamic UI material that allowed for fast implementation of UI elements from Adobe XD without using textures, which includes features such as:
Dynamic per-corner radius
Customizable gradient
Both radial and linear
Customizable border
Both uniform and non-uniform
Either fill or outline
Custom background texture
Panning background texture
Customize opacity
Using gradient or texture
Progress bar mask
Both radial and linear
Creating, organizing, and implementing assets created in Adobe XD for use in Unreal Engine as optimized textures for target devices
Using atomic design principles and everything that UMG and blueprints has to offer in Unreal to create a modular and robust UI system
Creating consistent, snappy, and predictable animations for every single UI interaction using UMG timeline animations
Working with engine engineers to intertwine my front-end development with custom engine functionality that was needed in order for virtual camera functionality to work as intended
Documentation
Below you'll find a link to Unreal Engine's official documentation that details everything about the Virtual Camera toolset and how to use it: Documentation
year
2019
timeframe
4 months
tools
Unreal Engine 4.26
category
Magnopus
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see also