Description

[Link Removed] for reference

 

Playing back a sequence shouldn't have buffered samples. We should have a single one, which was built from the sequence. We need to make sure when played back that it mimicks what was seen when recorded. If there were delays to time align, we have to validate that it is still aligned when playing back both in editor using sequencer and MRQ.

Steps to Reproduce

Use the attached LiveLinkDelay project to validate easier.

1) Open the level sequence in the content browser in Sequencer

2) Play back / step through the sequence. Observe how the camera rotates with each frame as the recorded LiveLink source is evaluated.

3) Render out the sequence with MRQ (use the NoDisable MRQ config in the content browser)

4) Look at the rendered frames that were outputted. Observe that there appears to be a 10 frame delay (there will be ~10 frames that are identical, and then the camera starts rotating). 

Expected result after applying the fix is that the MRQ frames now match the in-editor frames. It is possible that you will still observe a 1 frame delay, which is a separate bug being looked at. 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-184352 in the post.

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Fixed
ComponentUE - Virtual Production - IO - LiveLink
Affects Versions5.2
Target Fix5.3
Fix Commit26768930
Main Commit26769452
Release Commit26768946
CreatedApr 26, 2023
ResolvedAug 2, 2023
UpdatedJan 8, 2024