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Documentation (English)

English installation and user guide (PDF, 8 pages)

Fly the shot. Keep the take.

CineFPV brings hands-on FPV camera control to Unreal Engine. Use a compatible USB RC transmitter to fly a cinematic camera through your scene, record the movement, and turn the flight into an editable Level Sequence.

Build camera moves through direct control, then replay and refine the result in Sequencer. CineFPV is designed for cinematic exploration, previs, environment showcases, and dynamic camera work.

Key Features

  • Real transmitter control
    Fly with compatible USB RC transmitters recognized by Windows DirectInput. Configure channel mapping, axis inversion, calibration, dead zones, and input smoothing.

  • Live input feedback
    Monitor stick positions and flight telemetry while controlling the camera.

  • Adjustable flight response
    Tune Rates, Expo, throttle response, speed, and stabilization to suit your preferred flying style.

  • Cinematic camera controls
    Adjust camera pitch, field of view, focal length, aperture, and focus settings.

  • Flight-to-sequence recording
    Record camera movement during Play in Editor and automatically export a Level Sequence when the session ends. Replay, inspect, and edit the recorded camera path in Sequencer.

  • Flexible recording workflows
    Choose editable or quaternion-based sequence output, adjust key-reduction tolerances, or use flight-only mode without creating a recording.

  • Runtime-world rendering
    Prepare Movie Render Queue jobs that retain the source map’s GameMode and world simulation. Adjustable warm-up and camera-following World Partition streaming help support scenes with runtime-generated content.

  • Integrated editor tools
    Access camera, drone, and controller settings from a dedicated panel with English and Simplified Chinese UI options.

Typical Workflow

Connect → Calibrate → Fly → Export → Refine → Render

Connect your transmitter, configure the controls, and enter Play in Editor. Fly the camera, end the session to export the recording, then refine the resulting Level Sequence or prepare a runtime-world render job.

Requirements & Compatibility

  • Windows / Win64.

  • A compatible USB RC transmitter recognized through Windows DirectInput for physical transmitter control.

  • Device-specific channel mapping and calibration may be required.

  • Runtime-world rendering uses Unreal Engine’s Movie Render Queue / MovieRenderPipeline plugin.

  • Use the package matching an engine version listed as supported on this product page.

Important Notes

Runtime-world rendering re-simulates the source scene. It does not record every actor, vehicle, animation, or Mass entity from the original flight. Traffic, crowds, and other dynamic content depend on the systems already present in your project, and their positions or actions may differ between runs.

The exported Level Sequence contains camera animation, not a complete saved simulation of the world. Static Sequencer scrubbing does not run gameplay AI.

Demonstration footage uses Valley of the Ancient by Epic Games. The demonstration environment, third-party assets, and transmitter hardware are not included with CineFPV.
One More Thing

If people actually use this thing, I’ll keep adapting CineFPV for more Unreal Engine versions. 😄
So if your favorite UE version isn’t supported yet, make some noise — apparently that’s how new builds get summoned.

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