This video shows how to use the camera rig rail in Unreal Engine. You will learn how to create, modify, and animate a camera using the camera rig rail Unreal Engine 5.4. The final render was done in Unreal Engine.
Creating a rig rail
In the place actors menu, under the cinematics menu, I will choose the camera rig rail and place it in the scene [G to unhide]
I add a cine camera actor
I parent the camera to the rig rail by dragging the camera in the outliner onto the rig rail
To attach the camera to the rig rail, I select the camera and zero out the location in the details panel
I can then adjust it so it is sitting on the rig rail
To test it, I can adjust the camera position on rail setting in the details panel
Modifying a rig rail
I select the rig rail to see the guides for modifying the rig rail
I select the last spline point and use the gizmo to lengthen the rig rail
In order to make a curve, I hold down the ALT key and use the gizmo to move the last spline point to the side
If I select the spline points that form the curve, I have a Bezier handle which allows me to make finer adjustments to the curve
I double-click on the end spline point to continue to extend the rig rail
In order to add spline points along the rig rail, I select the spline, right-click and choose “add spline point here”
If I move the camera along the rail, I notice that the camera stays facing forward instead of turning and following the path of the rig rail
I can fix this by selecting the rig rail and activating “lock orientation to rail” in the details panel
Animating a rig rail
To add a level sequence, I select the level sequence icon (clapboard) and choose “add level sequence”
I drag the camera rig rail and the cine camera actor into the level sequence
I select the camera rig rail and use the plus button to add the rail controls – selecting “current position on rail”
I make sure I’m at the first frame and add a keyframe to the current position on rail
I scrub to the end of the level sequence, move the camera to the end of the rig rail and add a second keyframe
If I want the camera to be constrained to looking at a particular point in the scene, I can select the camera in the outliner
Under the lookat tracking settings, I activate “enable look at tracking”
Using the picker next to the “actor to track” option, I can choose an object for the camera to focus on