Cinematic workflow
DVS ships with BP_DVSMovieRenderQueue, a placeable Actor that wraps Unreal’s Movie Render Queue for one-click cinematic rendering.
Step-by-step
Section titled “Step-by-step”- Enable Movie Render Queue. This is already required for runtime (see Quick Start step 2). If you skipped that step, do it now.
- Switch to Sequencer Mode. On
BP_DynamicVolumetricSky, setSystem Mode = Sequencer Mode. This freezes runtime randomness so each frame is deterministic and matches across re-renders. - Drop in the renderer actor. Drag
BP_DVSMovieRenderQueueinto your level. - Wire the sequence. On the renderer’s Details panel, set:
Sequence to Renderto your Level Sequence asset.Level of Sequenceto the level the sequence belongs to. (Defaults are wired to the includedDVSExampleMapandSequenceExampleMaster.)
- Prime the sequence. Open the sequence and play it once from the Sequencer window. This warms up volumetric clouds, fog, and any cached rendering state.
- Render. Back on
BP_DVSMovieRenderQueue, click the Render Sequence button in the Details panel. It is an editor-callable button, exposed there for one-click rendering.
The system renders the sequence to disk in the configured output formats and passes.
Output options
Section titled “Output options”BP_DVSMovieRenderQueue exposes arrays. You can render multiple formats and passes per click without re-running:
| Field | Values |
|---|---|
| Output formats | BMP, EXR (HDR), JPG, PNG |
| Render passes | Deferred Lighting Only, Detail Lighting, Reflections Only, Unlit, Base |
| Sequence Output Frame Rate | Numerator / denominator pair. 24/1 for 24 fps, 60000/1001 for 59.94 |
| Sequence Output Resolution | An IntPoint for image resolution |
Cancel buttons on the same Details panel: Cancel Current Job, Cancel All Jobs, Cancel Everything.
Match your runtime look
Section titled “Match your runtime look”If your in-game lighting looks great but your render comes out different, it is almost always because the sequencer is starting at a different Current Time or weather state than your editor preview.
Where to next
Section titled “Where to next”- Performance tuning: you can afford
Cloud Quality = Ultra Qualityfor cinematics even if your game ships at Performance - Periods and blending: use
Smooth Transition Speedlow for silky cinematic blends