diff --git a/optional-skills/creative/unreal-mcp/references/pitfalls.md b/optional-skills/creative/unreal-mcp/references/pitfalls.md index 40aa5fc1822e..40051e9eee34 100644 --- a/optional-skills/creative/unreal-mcp/references/pitfalls.md +++ b/optional-skills/creative/unreal-mcp/references/pitfalls.md @@ -297,6 +297,27 @@ bulbs, speaker/Niagara icons). They are editor overlay, NOT your scene — particles especially: an editor screenshot is not proof a Niagara effect is emitting. Verify effects via the actor's active state or a PIE capture. +### 21c. The viewport axis gizmo survives bShowUI=false — plan a post-crop + +`CaptureViewport` with `bShowUI: false` hides menus and toolbars but the +bottom-left XYZ axis gizmo is still burned into every frame +(live-verified on 5.8; at 2027x1534 it occupies roughly the region below +y≈1350, x<300). For video/hero deliverables, compose with spare margin and +crop it out in post (e.g. a 16:9 punch-in via ffmpeg +`crop=2027:1140:0:180,scale=1920:1080`) — deterministic across every frame +of a sequence, no per-frame edits. + +### 21d. Frame sequences: one client session, serial captures, resumable loop + +For multi-frame virtual-camera moves (orbits, cranes) drive +`CaptureViewport` in a loop from ONE MCP session, strictly serial (the +game thread renders each), and write frames idempotently +(skip-if-exists) so a killed run resumes where it stopped. Budget +realistically: ~15-20 s/frame at editor resolution on a laptop — a 240-frame +10 s @ 24 fps shot is roughly an hour. Smoothstep-ease camera parameters; +constant angular velocity reads mechanical. Remove the VolumetricCloud +actor if its low-res gather smears blocky artifacts across sky frames. + ### 22. Report package paths + file paths The user needs: what actors/assets now exist (labels + `/Game/...` paths),