LogoLogo
API Status
  • 👋Welcome
  • 🌐What is Morpheus Platform?
    • Interoperability
  • â„šī¸Help
    • 📗Glossary
    • 🆘Support
    • Firewall problems
    • EULA
  • CREATION
    • 🎮Unreal Development
      • ⚡Get Started
        • âš’ī¸Download the Editor
        • âĢUpload Content
        • 🌎Creating your own map
        • 📝Morpheus Base Project
        • ❓Differences from Unreal
          • 🧍Character Configuration
        • 📡Morpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • 📚Features & Guides
        • 📒Example Plugin
          • Nameplates
          • In-game roles
          • Resizing
        • 🏊Actor Pooling
        • 🔊Audio
        • 🎭Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT collection
          • Capsules and Mesh Transforms
        • 🤖Bots
        • đŸŽ™ī¸Chat
          • Unreal Text Chat
        • đŸŽ›ī¸Control Panels
          • Control Panel Configuration
          • DJ booth mission control
          • Observer Controls
        • 🔉Crowd Audio
        • đŸ¤ŧCrowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • 🍱Helpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics settings
          • Listening to inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • đŸ–Ĩī¸Loading Screen
        • ⚡Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • 🧊MML
        • đŸ•ēMotion Capture
        • 📡Networking
        • đŸ“ĸNotifications
        • Raycastable Crowd
        • 🌐Singletons
        • 📱Streaming & Multiplatform
          • GFN on mobile
        • đŸ–Ĩī¸UI
          • "UI Mode"
        • đŸ—ƒī¸User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • đŸ“ēVideo Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • 🐞Visual Debugging
          • Inspector
        • đŸĒŸWeb UI
        • Online Services
          • KV Store Service
        • 💠Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • âœˆī¸World Travel
          • World Travel in the editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • 🔑Workflows
        • â†—ī¸Upgrade the Editor
          • đŸ–Ĩī¸Version History
        • âš™ī¸Editing Project Settings
        • 📈Profiling
        • đŸ§ēMarketplace Importing
        • đŸ› ī¸Extra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • 📚Useful Reading
        • ⭐Best Practices
    • 🌎Worlds
      • 📩Invite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • 📅Running events
      • ✅Large scale events - Checklist
      • 👾Anti-Cheat (EAC)
      • 🎮Player Entry
        • 📱React Native
        • Steam
        • đŸ’ģHardware Reqs
      • đŸŽĨBroadcast
        • 📹OBS Integration
      • Failover
      • 🏁Capacity And Queue Management
  • ADMINS
    • đŸ‘ĒAccess Control
      • Adding metaverse contributors
      • Creating a new project
    • 💲Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • âš™ī¸Settings
      • đŸ—ƒī¸Projects
  • APIs and Tooling
    • đŸ–Ĩī¸API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • đŸ’ģTemplate Web App
      • đŸ’ĸModeration
    • Pixel Streaming
    • 🚀Launcher
  • Integrations
    • 📊Analytics
      • Sending events from web
      • 🎮Sending Events from Unreal
    • đŸ’ŦChat
      • 🎮Integrating Pubnub with your Unreal Project
      • Adding Moderation to Chat
Powered by GitBook
On this page
  • Switching to Observer Mode
  • Bringing up the shortcut help menu
  • Setting up and choosing cameras
  • Swapping from Cameras to Flycam (and vice versa)
  • Disabling HUD
  • Audio controls
  • Misc. keys

Was this helpful?

  1. CREATION
  2. Unreal Development
  3. Features & Guides
  4. Control Panels

Observer Controls

How to use the observer controls to make videos for broadcast

PreviousDJ booth mission controlNextCrowd Audio

Last updated 4 months ago

Was this helpful?

Due for Removal, please see Docs.

07/01/2025: These docs were written for an old "observer" setup, which is not being actively maintained. There are plans to make a simplified example "observer mode", which shows how to achieve some similar functionality, but these docs are likely to be out of date until then, and will be updated at that point.

MSquared will not be addressing non-critical issues on this version of the feature going forwards. If you want equivalent functionality, it will need to be created in your own project.

Please speak to your Support Engineers for more info.

Switching to Observer Mode

You can switch to the observer role as you would any role - via the ESC menu. To do this in a packaged build, you'll need to have the role enabled for your profile. When testing in the editor, you can bypass this requirement by enabling Offline Mode in Editor Preferences → Juno Roles.

Bringing up the shortcut help menu

Once you’re in the observer role, you can bring up a menu that displays all the other shortcuts by pressing Shift-H.

Setting up and choosing cameras

Cameras are created through the Observer Camera Control Panel. All cameras in a level are replicated and shared between the observers in real time. To open up the control panel in observer mode, use Alt-Z.

Configuring cameras

Click "Add camera". New cameras will be automatically selected. If you wish to edit a different camera, select it from the dropdown.

Assign the keybinding to the camera through the 2nd dropdown. The camera's current position is displayed in the panel, it can be changed with "Change camera position".

To create a moving camera, move to the desired movement destination and click “Set movement destination“. To switch the camera back to a fixed camera, untick “Camera movement“.

Once cameras are assigned keybindings with the Camera Control panel, you can use them to switch between the cameras.

Swapping from Cameras to Flycam (and vice versa)

By default, you’ll start off as a flycam. After entering the camera mode (eg. with a hotkey), use Alt-X. flycam to start your flycam from the camera’s position.

The hotkey to toggle between flycam and the previous camera mode, without teleporting the flycam to the fixed camera, is Alt-F2. One known bug is that, while in fixed camera view, you can still move the flycam (but any movement will not be reflected on your screen until you swap back to flycam).

Disabling HUD

It’s possible to disable the HUD while in Observer mode by using the hotkey Alt-Q. It’s also possible to toggle individual UI elements:

  • Emotes = Shift+N

  • Nameplates = Shift+M

  • Chat = Shift+,

  • Soundwaves = Shift+.

HUD can be enabled/disabled also through the Observer HUD control panel:

To open it up, use Alt-H

Flycam Movement on Keyboard

You can move around using WASD as normal. Spacebar will lift the camera up and CTRL will lower it. Use [ and ] to increase and decrease movement speed. Camera speed can be reset with Alt-P.

Camera speed can also be changed with the scroll wheel. (Donut only)

Camera movement and panning are smoothed by default. Toggle smoothing off and on with the P key.

Camera panning smoothing can be changed with the = and - keys. Smoothing can be set back to the default value with Alt-=.

Camera should not be able to be panned manually or moved while in fixed camera mode.

Audio controls

To open up the Audio Control Panel, use Alt-M.

The sliders are shared between all the observers, unless Override locally is enabled.

Loudspeaker Audio toggle is only applied locally.

Misc. keys

  • Collision toggle = Alt-J

  • Toggle receiving loudspeaker audio = Alt-L

Controller Support

There is limited controller support - using an Xbox controller of any variety should work, but PlayStation controllers are not supported. Use the analogue Triggers to move up and down. Use the Bumpers to increase and decrease movement speed. Use the Top Face Button (Y) to toggle smoothing.

Add label

For more details on Roles see .

🎮
📚
đŸŽ›ī¸
Setting Role Groups