We are currently testing out possible implementation of the Omniverse into our VP pipeline for both live in editor take recording and use for LED wall content. ATM we have only one issue left to solve, which is related to how Movie Render Queue and Take recorder works with animation in UE4.
Our issue is that the sequencer that is created from USD animation is not accessible by any other way than opening it from the level sequence actor. It does not exist anywhere within engine as discoverable asset that can be referenced for example like a subscene track or played by other sequencers. This prevents us from being able to play the animation during the live recording of our tracked camera. Our workflow is fully live “In-Editor”, not play/-game game mode.
So far we tried even copying all the keys from USD sequence into other sequencer track, but for some reason it causes UE4 to loose 100ms in performance when playing those same transforms. Original animation sequence from USD is playing smoothly with only 2-6ms cost. We are still trying to find out what is causing this weird behaviour of pasted keys.
There is also a bug, where using sequence export in sequencer menu is always causing engine to crash - my rough quess would be that it doesnt have any standard sequence asset to export from.
Another issue is when we try to use only autoplay feature as standalone sequence within the level during rendering in movie queue, it is always rendering out of sync. Most of the time looping several times faster than anything else in master sequence - even when framerate of all sequencers is the same.
So my main question would be, if there could be any way to have this sequence accessible, similar to how imported MDL materials work? Or any other workaround that would allow us to use it as a subsequence of other sequencers?
If we would be able to expose it to the engine as normal sequence asset, all those issues mentioned would be mostly irrelevant. Thank you for any comments or suggestions in advance.
Tom / VP Technical Artist