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feat(unreal-mcp): video/frame-sequence pitfalls from live orbit production
21c: the viewport axis gizmo survives bShowUI=false — measured extent on 5.8, deterministic ffmpeg post-crop recipe. 21d: frame-sequence discipline (one session, serial captures, idempotent resumable loop, s/frame budget, smoothstep easing, VolumetricCloud artifact removal) — all from producing a real 240-frame orbit through CaptureViewport.
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@ -297,6 +297,27 @@ bulbs, speaker/Niagara icons). They are editor overlay, NOT your scene —
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particles especially: an editor screenshot is not proof a Niagara effect is
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emitting. Verify effects via the actor's active state or a PIE capture.
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### 21c. The viewport axis gizmo survives bShowUI=false — plan a post-crop
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`CaptureViewport` with `bShowUI: false` hides menus and toolbars but the
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bottom-left XYZ axis gizmo is still burned into every frame
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(live-verified on 5.8; at 2027x1534 it occupies roughly the region below
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y≈1350, x<300). For video/hero deliverables, compose with spare margin and
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crop it out in post (e.g. a 16:9 punch-in via ffmpeg
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`crop=2027:1140:0:180,scale=1920:1080`) — deterministic across every frame
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of a sequence, no per-frame edits.
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### 21d. Frame sequences: one client session, serial captures, resumable loop
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For multi-frame virtual-camera moves (orbits, cranes) drive
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`CaptureViewport` in a loop from ONE MCP session, strictly serial (the
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game thread renders each), and write frames idempotently
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(skip-if-exists) so a killed run resumes where it stopped. Budget
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realistically: ~15-20 s/frame at editor resolution on a laptop — a 240-frame
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10 s @ 24 fps shot is roughly an hour. Smoothstep-ease camera parameters;
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constant angular velocity reads mechanical. Remove the VolumetricCloud
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actor if its low-res gather smears blocky artifacts across sky frames.
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### 22. Report package paths + file paths
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The user needs: what actors/assets now exist (labels + `/Game/...` paths),
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