UE5 Project Trying
After reaching the limits of A-Frame, I began exploring other platforms that could help me achieve my vision for a high-quality, immersive 3D experience. One of the most powerful tools in the game development and virtual production world today is Unreal Engine 5 (UE5). I had seen stunning cinematic scenes and interactive environments created with it, so I was hopeful it might be the solution I was looking for.
The Promise of UE5
Unreal Engine 5 is incredibly powerful. It supports real-time rendering, ray tracing, high-fidelity materials, and even native VR/AR development. Most importantly for me at the time, it also supports 360-degree video rendering—allowing me to simulate an immersive environment without requiring complex real-time interactivity.
I decided to try using UE5 to build a complete 3D scene, render it as a 360-degree panoramic video, and later embed that video into a webpage. On paper, it sounded like a great plan:
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Design and assemble a full 3D environment (imported from Cinema 4D or created natively in UE5).
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Set up a 360-degree camera rig (using tools like the “Panoramic Capture” plugin).
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Render the scene into a 360-degree video.
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Embed the resulting video into HTML using
<video>or<a-video>elements.
The Reality: Extremely Demanding
However, once I started actually working with UE5, I ran into several serious issues.
1. System Performance Problems
Unreal Engine is massive. It takes up dozens of gigabytes on disk and requires a powerful computer to run smoothly. My own laptop, which performs well for design and 3D modeling, struggled to even open the project.
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Loading the engine and assets took a long time.
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Scene preview lagged constantly.
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Crashes occurred when attempting to build lighting or simulate complex materials.
As a student without access to a high-end workstation or a GPU farm, I realized quickly that UE5 is designed for studios or professionals—not casual or academic prototyping.
2. Rendering 360-Degree Videos is Complicated
Setting up a 360-degree render in UE5 was not plug-and-play. I had to:
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Install plugins or enable experimental features.
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Configure capture settings that were poorly documented.
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Wait for very long render times, even for short 10-second clips.
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Manually stitch or encode the video to be compatible with web-based viewers.
Despite these challenges, I eventually succeeded in rendering a 360-degree video. But the process was incredibly time-consuming and full of trial and error.
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