#virtual-production

1 messages · Page 1 of 1 (latest)

zenith cove
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That should be harmless I think

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I've encountered that in a different animation blueprint before but it worked

prisma narwhal
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We're trying to streamline the process and do it on a very professional level. I'm interested in seeing how much unreal could help but not sure if it's actually better than using something like brainstorm

pulsar flame
merry mango
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Do you guys optimize your scene for rendering?

zenith cove
prisma narwhal
prisma narwhal
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So there's Brainstorm, I've herd good things about Pixotope too.

zenith cove
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There's VizRT

prisma narwhal
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Really just looking for soemthign that's actually built for cinematic virtual production usage as opposed to broadcast. Ik it's mostly the same but ykwim

zenith cove
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What do you define as Cinematic VP usage

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I understand all those products mainly feature live broadcast examples

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making it hard to gauge there usability for other aspects

prisma narwhal
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A package that has tools geared specifically towards virtual production for film.
Honestly I couldn't tell you a specific use case because we haven't gotten our hands dirty that way yet but I just want to make sure that if we go for one of these things it's the best fit for us

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And not a broadcast software that you can appropriate for film. You get what I mean?

zenith cove
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Yep I absolutely get what you mean.

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You don't per se need all that real time compositing and so on

prisma narwhal
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Well we actually do because we're currently working with a green screen and not a volume but it's still something I want to think about. Leaning towards using brainstorm atm

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Since I've seen the work studios like Mr factory do using it

zenith cove
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Yeah but you don't need real time results right here right now, you can get away with recording and then doing the final production composite afterwards right?

prisma narwhal
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Yep exactly

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Finally got our ncam setup the other day so things are beginning to get real interesting in the studio

zenith cove
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Are you based in Spain?

prisma narwhal
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Based in India at the moment

zenith cove
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Ah,m because you brought up t wo Spanish companies

prisma narwhal
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They know what they're doing out there haha

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There's a huge ass film industry here and basically no one does virtual production. It's crazy

zenith cove
# prisma narwhal They know what they're doing out there haha

Yeah haha. Try checking out this video giving a brief overview on a low scale low budget VP set-up https://www.youtube.com/watch?v=DQT0Qy856mA

This video is a quick overview of how we got into Virtual Production and some things we learnt along the way.

Age of Outrage is the BBC Wales comedy series we made - you can see it on BBC iPlayer in the UK:
https://www.bbc.co.uk/iplayer/episodes/m0011mct/age-of-outrage

After we finished the series, we were helped to do more research into Virtu...

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prisma narwhal
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I will give that video a watch tho

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Our clients are mostly going to be big bollywood production houses

zenith cove
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haha

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I'm generally used to people posting questions here related to a modest set-up and budget

prisma narwhal
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We have a 100x80 foot space that's going to be the floor

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It's huuuuge

zenith cove
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100mx80m??!!

prisma narwhal
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FEET

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Lmao

zenith cove
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ok still

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that's quite large

prisma narwhal
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Yeah

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So we're talking to zero density and Stype and brainstorm and all the rest but outside of talking to these companies it's not like we have too many other studios or vp talent in the industry to get tips

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There's really just a handful in the country

zenith cove
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No I get it, and these enterprise partners more than likely just want to sell you stuff 😛

prisma narwhal
zenith cove
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Maybe aside these providers, it might be worth looking around for other VP studios and see if they're willing to provide consultancy

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In the EU there are several

prisma narwhal
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Yep we're talking to a few and that's the plan

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But also trying to collect Intel in the meantime yk

zenith cove
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sounds like you got all your ducks in a row

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I don't think I can help you further but I wish you best of luck!

solemn nova
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Hello guys:) I have question .. how to playback Prores video for virtual production in UE? at the moment I am not able to run the player with this format

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or maybe another 10bit video format supported by UE?

onyx flume
solemn nova
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🙂 ofcourse I used this plugin .. but still media player dont recognize prores files

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I wonder if this plugin is not only for high res rendering of prores but not for playback

onyx flume
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I have used it no problem for both playback and rendering

solemn nova
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classic media player playback prores video

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I see:0 so something is wrong in my comp ... thanks for info:)

onyx flume
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Yeah that is odd. I would try other prores videos to see if it's not just that specific video that isn't working. Or try playing the videos outside of Unreal to make sure it isn't the video itself that's the issue

solemn nova
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I need my prores video for driving stage with 10bit depth

onyx flume
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Are you using UE5?

solemn nova
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yes .. i know that must be dx11:)

onyx flume
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😅 I was literally typing that as my next suggestion

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Ok one other option you could try is enabling the Electra Media Player in the plugins. I haven't had to do that myself but another team member mentioned using that as a workaround. Might work for you 🤷‍♂️

solemn nova
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mp4 playback ok ... AJA, Blackmagic too .. but problem with Prores ... maybe some encode options ... anyway I have to use UE because I wrote whole system for driging stage with nDisplay under UE

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but Electra is 8bit

onyx flume
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Ah. I don't have much experience with nDisplay maybe there is incompatibility there with ProRes

solemn nova
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I tried too ... mybe I will write my own player if will be problem

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ok anyway .. thanks so much for your help:)

copper finch
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any reason why raytracing shadows would show in editor, but not in ndisplay during play mode?

merry mango
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Anyone know the nodal offset for BMPCC 6K Pro + Sigma 17-40 f1.8 lens? Using the normal hot shoe on camera.

gloomy goblet
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Hello! I'm working on some Virtual Production stuff, and so far everything is fine. The problem I'm coming across the the look between the Camera, and the cg plate which is using the same camera.

How do I get cg_element1 to look like Cine CameraCamera.

The cg_element (which ive labeled BG) is what is going to be the element that's going to cover the greenscreen, I like the look on the CineCamera, both should be the same, anyone have any ideas? I'm so close lol

gloomy goblet
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Did you ever find a solution, I'm going throught he same thing and its driving me crazy!

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Hi, did you ever find a solution, I can't seem to find one.

sour rapids
# gloomy goblet Did you ever find a solution, I'm going throught he same thing and its driving m...

Nope. There's this workflow which seems like the solution but I haven't got around to test it out https://youtu.be/yFie1nNjqME

Here is the first in the new series of BOWTI!!! This time I've delved deep in to Unreal Engine's built in compositing system - Composure. With the help of Duncan at composure X, I discovered this awesome new method for replicating exactly what's on screen or viewport an passing The OWL render target through Composure.

If you are an existing Co...

▶ Play video
zenith cove
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#virtual-production message

@gloomy goblet @sour rapids Going to link to my previous message, that newsletter from Offworld Live seems to hint that Composure uses SceneCapture2D which does not have the same features as CineCameraActor

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I never got any more elaboration than that though

zealous apex
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NVIDIA Screencapture not supported on my LAptop with ue? Always says no supported GAme. Any Tip?

zenith cove
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If you're tryign to capture the Editor, that might not work I'm afraid

tepid pier
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Hello guys. Im having a little problem and would appreciate if anyone could help:when connecting the livelink to my metahuman it connects for about a second and the metahuman then freezes. Also, the livelink window turns yellow. im pretty sure the steps i made to connect with it are correct

gloomy goblet
safe apex
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I'm trying to access my incoming timecode samples in timed data monitor and am totally lost
the output of this is a "Timed Data Monitor Channel Identifier Structure" which doesn't appear to be documented. can't print it and nothing in the context sensitive menu looks useful

gloomy goblet
# sour rapids Nope. There's this workflow which seems like the solution but I haven't got arou...

Hey, just wanted to message you and say thank you. So far the process that was discussed in that video is working perfectly. It totally bypasses Composure's Screencapture crappy camera, and instead uses the Camera provided by OffWorld, and uses Render Targets.

The video you sent was just the intro, but in the description of that video you sent, is a playlist on how to get it all set up.

So, thank you again. Here's a screen grab of it!

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CamTest is Unreal's Camera

OffworldComp is coming from Composure, which is using the OffWorld Tool kit Camera

sour rapids
gloomy goblet
valid geyser
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Anybody know how to enable dlss in ndisplay? Been searching like crazy, and I know disguise found a way to set it up

zenith cove
gloomy goblet
# zenith cove Thanks for doing and sharing an A/B comparison! That issue has popped up occasio...

Truth be told, the original problem was never solved, we just found a similar workflow that's actually "better" than the original. I had a friend do the exact same test with composure, and as I thought, he's not getting those harsh color tones-my theory is that is may be video card driver related, or something with Unreal Engine Settings, or both, and there's no way of pinpointing it out, like trying to find a needle in a stack of needles.

HOWEVER, this workflow is "solution" and should be adopted for future Virtual Production workflows. You get great results, and it works as it should. So, for anyone who's having a problem with Composure and and the cg_element looking like crap, refer to this playlist I found here, it includes the intro to the new composure workflow and the tuts to get you started:

https://www.youtube.com/watch?v=yFie1nNjqME&list=PLElT6SIg9JnC8USiNddlj3f4qhggb2U-s&index=1&t=0s

Here is the first in the new series of BOWTI!!! This time I've delved deep in to Unreal Engine's built in compositing system - Composure. With the help of Duncan at composure X, I discovered this awesome new method for replicating exactly what's on screen or viewport an passing The OWL render target through Composure.

If you are an existing Co...

▶ Play video
zenith cove
hybrid fern
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Hello guys!!

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is this chat where we can discuss about the dmx plugin in unreal and virtual shows??

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or there is another exclusive chat for that

zenith cove
gloomy goblet
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there's a tutorial on dmx in a skillshare tutorial series

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the series is pretty good for what it is

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I have a skillshare account and only play the tuts I need to watch since i know a bit more about unreal engine now

gloomy goblet
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Hey, need some help.

Can anyone point me to the right direction to do some basic controller mapping to control a camera in a Level. Now that I know how to get live inputs into the scene, I need to be able to Control the Camera live when I press the "Play" button in Unreal Engine.

A point in the right direction would be great, please and thank you!

zenith cove
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If you do want to get into movement inputs, keybindings and such, which is very useful knowledge, then this tutorial seems good https://www.youtube.com/watch?v=rLMxlSJj-nY

Remember to comment and answer the poll on the next tutorial video you'll like to see. Next tutorial's audio will be improved :).

Thank you for watching this video. I am about to begin an RPG game tutorial series which will begin shortly along with many other UE4 tutorials. I am also working on a Virtual Reality tutorial series to help those ...

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hybrid fern
steel mortar
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Hey there, I'm trying to control some pawn movements over MIDI. I have a MIDI controller and assigned the camera spring arm rotations to some knobs. Even though I see this setup work in editor, I can not control the camera rotations in gameplay. With the same MIDI setup, I can control other actor parameters, both in editor and in game, it's just this pawn controls I'm having trouble with.

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Is there some kind of pawn or gameplay setting I should check in order to fix this? Any idea is welcome and much appreciated!

solemn nova
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hello:) hello I have a problem with smooth video playback in nDisplay, it jerks every time. Does anyone know how to set the engine for this?

gloomy goblet
gloomy goblet
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@zenith cove I purchased a course in Udemy that teaches you how to build a Game, looks pretty cool, but its built entirely out of Blueprints, so hopefully the lessons are structured in a nice fashion where I can also learn Blueprints by example, and will be able to have a fundamental understanding of making my own blueprints and mapping/creating any combination I want for future virtual production stuff and filmmaking

valid geyser
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Anyone have any experience getting remote web control working with UE5 in mu server? Seems totally broken for me atm

solemn nova
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hello:) is this possible to use NotchLC codec in Unreal Engine?

crystal merlin
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I'm trying to create a reusable camera rig so I don't have to recreate one from scratch and manually set each parameters how I need them every single time.. How can I create something that I will be able to re use?

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I tried creating it within a BP.. but now I can't set it as a view target.. and it doesn't have the look at feature when it's in an actor BP?

zenith cove
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Is there a way to get access livelink animation data content in a BP?

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Like say, how could I get a specific bone transform from this

pallid heath
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@zenith cove try this

zenith cove
sweet bay
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Does anyone have any knowledge on how to play an M3U8 live stream file in engine? I tried using Electra Player but can't get it to work. It plays MP4 files fine, but not the M3U8 ones

zenith cove
earnest sun
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Currently trying to create a composure layer with the camera stream coming in from a blackmagic camera. However, I noticed that when overlaying the inputs, the camera layer seems to become more transparent while also fading out the background layer.

cobalt mesa
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Hi! I'm trying to make ICVFX with UE5 City Sample but when i launch the ndisplay the ndisplayspawn at (0,0,0) location

I heard that it was about world partition issues. so i disable world partition at world settings.
after that my nDisplay lauched at UE City Sampl's player start point .
Is there any solution for locating nidplay at the point where I want?

tropic mulch
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Is it possible to play 2D videos Using the UE4 Switchboard ?

shy bridge
tropic mulch
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To display on a 9K LED wall using NDisplay

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I made a mistake saying switchboard, NDisplay is the right word

shy bridge
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I'm no expert, but even though it should be possible, it would be tricky and I don't think it's really what nDisplay is designed to do. So I really wouldn't recommend it unless all other options aren't suitable. Such use cases should be covered by more traditional video wall software, though once again, I'm not really from this field (but I'm an nDisplay user). But I'm guessing you want your led wall to work for both 2D and 3D, in which case let's hope someone more knowledgeable might step in this conversation.

spare owl
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has anyone tried playing with the Live Link Control Rig plugin functionality at all in 5.0.3? I'm poking around with it but not what I'm trying to do was the intended use-case

echo jungle
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@wide solar UE supports video playback in game using IMG sequences best for performance to be frame accurate but will not run smoothly in ndisplay configs to walls, no matter the buffer size or resolution, you are going to need a media server to reliably play out 2d video

tropic mulch
tropic mulch
celest pasture
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Hey folks, I was wondering if anyone with any level of experience in virtual production would be willing to jump in a call with me and talk about a few things regarding virtual production in unreal engine, your biggest struggles with VP, and where you think it could use some improvements. Please feel free to message or @ me, I don’t bite! Well… I usually don’t bite

prisma narwhal
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Does anyone know how MR Factory did this video?

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Correct me if I'm wrong but this is just image plates, right?

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^link to the full video

prisma narwhal
celest pasture
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@prisma narwhal I sent a friend request :)

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@umbral fog You pinned a discord server for Virtual Production but the link no longer works

cloud salmon
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For the last 2 years we have been doing R&D for the possibility of a 2-man VP studio on a very small budget. We are proud to announce our studio is up and running and production has started!

sour rapids
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Hi guys, I'm looking for a new camera tracking system. I'm working Vive right now and have some issues with it.
I've heard about Stype and Mo-sys but they are out of my price range. So the options are Antilatency, Realsense and Retracker. What do you recommend for someone with little tech background 😅 ?

crimson idol
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hi having trouble with a loss of quality when i send my UE level out as ndi output so i can use it in vmix for my live stream, any tips?

cloud salmon
crimson idol
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on the same machine so thats why im confused

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@cloud salmon

cloud salmon
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what output are you trying to achieve, what GPU you using?

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how many frames you geting in editor?

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I noticed loss of quality before we got the switcher, we were using green screen at the time with UE inputing NDI then outputting NDI to Zoom on a single 3090. but now we have dual 3090's and 10gb switcher and have no issues.

queen beacon
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has anyone here tried Disguise? heard about it briefly but havent seen much about it online and curious to see if people use it to replace ndisplay or use it in addition to it

hybrid fern
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its like ndisplay yes

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not the same (obvious)

queen beacon
hybrid fern
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from my experience

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first: i have never tried ndisplay directly from unreal

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so i cant tell u what is better

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but to work with disguise

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u will need a lot of good stuff

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good camera, tracking, ledscreen....

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im not sure if its a good option on a team of 2

queen beacon
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we have an ursa 12k, LED wall and an vive mars tracking system

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as well as a pc with a quadro graphics card

hybrid fern
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nice!

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do u have the disguise server?

queen beacon
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nope haha

hybrid fern
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hahahaha

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im not sure but i think the price of the server was around 80k? maybe more

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and i think u need a special license to use all VP stuff from disguise server

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but as i have said

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i havent worked with that since last year

queen beacon
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and i guess you need the server to be able to run it? I really have no clue what it is even after looking at their website but was hoping it might be useful in some way

hybrid fern
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as i know the final result with disguise is much better than ndisplay

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because you are using a server that is focused on that

queen beacon
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yea thats true

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seems pretty sus that theres no pricing on their site

hybrid fern
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and process all the tranking signal, video sync and everything

hybrid fern
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u need to contact eith sales

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with*

queen beacon
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smh

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so did you use the designer software?

hybrid fern
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yes

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i have worked a lot with disguise for live events and tour shows

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i dont have the designer license right now but know how disguise works perfectly hahahaha

queen beacon
hybrid fern
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Nice!!

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Keep us informed if you finally use it for VP 👏🏽

cerulean nimbus
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Hi, anyone here that have been using Take Recorder ?

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I need some help to get started, I cant figure it out

cloud salmon
cerulean nimbus
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never done that before.. and I cant find any good info .. the "source" I select, should that be the object I want to record. or should it be the "Camera" ?

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my logic is that the source is a camera... but when I record, then do some stuff .. there is nothing

cloud salmon
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I havent used take recorder in some time... Source should be the camera, you gotta make sure the camera is on the timeline of the sequence with the "shot". it looks like and old film wheel

twin cedar
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Hi, anyone can advice a tutorial/easy way to add a virtual green screen or maybe even better create a transparent scene for this scene?

mental wing
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hi! I'm new to UE and was wondering if I could get some help. I'm trying to learn how to control a dmx light in real life through UE5. I havent been able to find too many step by step tutorials and most of what I do find is for UE4. Anyone done this before and willing to lend a hand? Thanks! 🙂

oak smelt
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Inside of take recorder there are these recorders under the settings, does anyone know how I can create my own recorder? Is this through editing the actual engine or can I create a plugin for this?

mental wing
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Any idea on how to connect MagicQ to UE5? I see a lot of tutorials for UE4 but that doesnt seem to help me

undone umbra
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hiii

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i want to make a short video to learn my little boy how to do something :p

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guess then he listen but when i say it oooooohhh nooo

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so i guess its beter to make it animated and he learn and speaks more xD

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is there any tutorial you guys like how to start making my first short video ?

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i have 6years exp in ue5 bud never did any video making

mental wing
sour rapids
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can someone please tell me, what's the difference between nDisplay and ICVFX?

cloud salmon
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nDisplay is how you run unreal viewports into your LEDwall/projectors.
ICVFX is how you track+Project the inner frustum (Through nDisplay) for your VP camera

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you need both for virtual production - two different necessary tools

timber crater
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Has anyone else had Multiuser issues with ndisplay nodes in UE5? I can get unreal editor to connect to the MU through switchboard, but the nodes are attempting to connect but gets stuck. The nodes get stuck at perforce commands p4 diff and can stay there forever.

cloud salmon
royal inlet
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Hi All, I am looking into what may be the best tool to render out 360 (latLong) 4k+ renders from unreal. I see a few ways of doing it, e.g. "Panoramic Capture" or offworlds "360 degree cam". Looking for highquality renders of a sequence, and whichever tool crashes less lol.

timber crater
timber crater
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Also, is the lens file missing a interface button under lens information? I cant find "Save Lens Information"

limber moat
# royal inlet Hi All, I am looking into what may be the best tool to render out 360 (latLong) ...

In this tutorial, I'll show you how to render out a 360 Panoramic Image and or Video natively inside Unreal Engine 5 with no blueprints or plugins!

My Unreal Engine for Motion Graphics course is now out!
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last quail
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Hello, are there any ppl with experience in running OSC in Unreal Engine 5? I have a simple Blueprint both in Unreal Engine 4.27 and 5.0.3, but it only works in 4.27, not in 5.x... UE5 just gives me an error "LogOSC: Warning: OSCServer failed to bind to socket on 192.168.4.50:3333"

timber crater
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@last quail
Seems like mine is working, but mine is in 4.26. No issues

last quail
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@timber crater Strange... 🤔 this is my blueprint in UE5, by the way. If you notice any severe difference or error, let me know....

timber crater
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@last quail
Well the main difference between ours is the ports. Im using 6667 for the server and 6668 for the client

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I cant see much other, it seems like yours fail on creating the server

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Also, i dont use an actual written IP, i keep it empty

timber crater
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Has anyone tried setting up a lens file in UE5? Im happening to have issue with the raw fiz input, where its a live link component to the camera and should give the fake data i've set in the variables, but its not updating in the lens file. Someone know why? It says only 0,0,0

crimson idol
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im looking for a new high quality camera to use for streaming. any reccomendations of a dslr/any cam i can change the settings of easy for chroma keying for use in UE?

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notably that the computer recognizes easier than the canon cameras ive got XD

tranquil sigil
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How do I get touchosc to connect to unreal? I have this node setup and cant get a response from unreal

zenith cove
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otherwise check firewalls and so on

tranquil sigil
sour rapids
# cloud salmon nDisplay is how you run unreal viewports into your LEDwall/projectors. ICVFX is ...

Thank you! I'm working with 1 big LED wall and setting a viewport with camera tracking as the background (similar to Film Riot https://youtu.be/ZJzcO_eXqgI?t=684). I am quite confused... if this method works then what's the point of nDisplay? Is it just for case when I have multiple LED walls?

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steep canyon
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hi, I have a problem, I was trying to put my hand to the low budget virtual production, I connected the vive tracker and two bases, but it always gives me this message and I cannot use it on Unreal 5. translation of message waiting to put on the headset to activate the VR

on Unreal I created a blueprint with motion controller connected in get world location and in get world rotation, cine camera, event tick and everything connected to set relative location and rotation

brisk sparrow
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Hello, I've been following this tutorial that was recommended to me about a virtual production set up with nDisplay, Switchboard, and a camera tracker. https://youtu.be/0j7lJgWYmL0

I don't understand where the LiveLink data is being sent to in his blueprint. He makes a LiveLinkComponentController variable, but it seems to go unused. When I play the scene through Switchboard there doesn't seem to be any camera control or a frustum moving around. Did he possibly leave something out?

I'm using an Oculus HMD/controller instead of a Vive tracker, which is what he says is the problem, but I know LiveLink is communicating with it through SteamVR the same way as he's doing it. I can control an object directly if I add a LiveLinkComponentController component to it, but that doesn't seem to be what I'm supposed to do in his setup.
https://imgur.com/a/2nw99iQ

I'm just using the Oculus as a DIY test before I go into my work's studio with a MARS/video wall setup to make sure this works on a small scale

Am I missing something? Does it maybe have something to do with the game mode not using the right camera?

Today we are looking at nDisplay using the HTC vive tracker and a projector.

@Film Riot Projector VP Video: https://youtu.be/ZJzcO_eXqgI

Project Download on Patreon: https://f40.gumroad.com/l/cscmoc

Get Project files, additional help and suggest tutorials on my Patreon: https://f40.gumroad.com/l/cscmoc

Join Unreal Animation Discord server: h...

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sour rapids
brisk sparrow
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Thank you, I got it working. I think there was a component for the camera I forgot to make in the blueprint. I got confused by him deleting the first part of it after testing. Thank you!

sour rapids
brisk sparrow
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I thought the default view point was supposed to be the HMD's position, but maybe I'm getting them mixed up. My scene ended up pretty wonky because of sloppy measurements and the Oculus not really being designed for this, but I think I'll be using the MARS system at my office and let you know if I find settings that work better

brisk sparrow
zenith cove
steep canyon
# zenith cove you're going to have to activate headless mode I think if I understand the rror ...

I followed this tutorial ( https://youtu.be/LiV8RhzvUHI ) to disable Steam VR Home, but it doesn't work on Unreal 5 because LiveLink is required. now I am left with this error Room Setup Please perform Room Setup to begin using Steam VR, but I don't have a headset so I can't do it, or does the tracker work as a headset?

In this video, you'll learn how to set up Vive Tracker without HMD to use it for virtual production.

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celest cargo
#

Hey guys, I have some issues after the bake.Do you know how to fix this? Please help

zenith cove
steep canyon
cloud salmon
#

thats how we did our initial testing but our scope was larger with 3 projectors so we needed nDisplay

#

You could totally bypass ndispaly for your purposes

sour rapids
cloud salmon
#

its way more simple with one projector, you can literally just set playmode as "windowed" and have the tracked camera as the viewport

#

then just drag the window onto the projector desktop and done

#

if you still wanted to use nDisplay it would really just be acting as a remote play without the editor

grim crow
#

Hey guys! I'm working on an enviroment for a university project i need to render out into an image sequence to import into AE/nuke but my rendered images have the incorrect lighting/exposure. I can find no supposed issue or fix to this and its doing my head in.

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i'm using Unreal engine 5.0.3 on windows 10.

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this is what it should look like

#

but my renders come out like this

zenith cove
#

Though in your case it does seem to be something else

grim crow
signal compass
#

Hi everyone, I make my first video clip for a French Artist.
I’m a very beginner with unreal, I started learning 5 months ago.

Discover here 🙂 https://youtu.be/-2Ylpicd9MI

"BURNING SUICIDE" out 23/09/22
https://www.samcat.fr

Clip réalisé par Quentin Colus - Réalité Virtual Production
https://www.instagram.com/realite_virtualphotography/
Powered by Unreal Engine 5 & Lumen.

Musique Originale de SamCat
Tout droits réservés, Musique déposée Sacem.
COPYRIGHT ® MMXXII SAMCAT
ALL RIGHTS RESERVED

▶ Play video
strange ruin
#

Hey,
I saw a video where a guy uses Aruco Markers on the floor to determine the height of the camera. But he just notes it and does no explanation.
Any idea where I can find more info on that?

zenith cove
#

In particular the chapter regarding Lens Nodal Offset Calibration

strange ruin
#

Okay, I’ll have to rewatch that. The thing is, we are not using icvfx but plain green screen

#

There is a video where some just throws an aruco marker on the floor as a reference to global positioning offset of the scene

prisma narwhal
#

Hey Guys, I have a question regarding using depth of field in a virtual production context. Would you say its common practice to blur the bg/cg elements on purpose?

strange ruin
#

With in camera ICVFX you probably need to, as sharp focus would reveal the dots on the Led wall.
With onset prefix with green screen you have other issues

crystal merlin
#

noob here. I get this gray ball in my scene at 0,0,0 on launch.. probably some player start related thing that I'm not using since I use a cineCamera.. not sure how to hide it.

onyx flume
crystal merlin
#

ah I see thanks.. I don't have a player start actor in my scene so I guess this is why I can't move

#

i'll add one and move it away

zenith cove
# strange ruin There is a video where some just throws an aruco marker on the floor as a refere...

Are you talking about this video? https://www.youtube.com/watch?v=DQT0Qy856mA

This video is a quick overview of how we got into Virtual Production and some things we learnt along the way.

Age of Outrage is the BBC Wales comedy series we made - you can see it on BBC iPlayer in the UK:
https://www.bbc.co.uk/iplayer/episodes/m0011mct/age-of-outrage

After we finished the series, we were helped to do more research into Virtu...

▶ Play video
#

Ahh my apologies, I think I linked the wrong video

#

I meant to share this one in regards to the Aruco markers:
https://www.youtube.com/watch?v=H5t2BwUGqkI

Get your lens distortion, find the entrance pupil and the tracker offset all in a tool built into UE 4.27! You need 2 Vive trackers, no measuring guessing required to get a good solid result! This covers some things that weren't in the unreal docs or were confusing.

You can display the calibration checkerboard on a monitor or tablet if you do...

▶ Play video
strange ruin
#

@zenith cove I’ll look into it. But the BBC Comedy one was definitely the one I was talking about in regards to, I saw it there first!

marsh pine
crystal merlin
marsh pine
crystal merlin
#

Ah thanks

#

ah I see I also need a GameMode Override

marsh pine
#

You set your game mode in the GameMode Override, it's not a separate thing.

dull summit
#

I have animation questions regarding the IK control rigs in Meta Human and animation blueprints, should the logic still remain in AnimBP's or should it be adopted into transforms under IK Rigs? In the process of setting up LiveLinkXR with Metahuman body to leverage SteamVR hardware with iPhone face capture. Doesn't seem to be very good documentation for this process. (Cross post between #metahumans and #virtual-production )

pallid oracle
#

Hey, I'm trying to do the virtual production in a quite big scene, and I'm in my room so how do I make the camera go a bit further when I'm walking and not follow me Exactly lets say maybe on one axis so everything else is accurate, but the "Forward" is a bit faster with less steps required

solemn nova
crimson idol
#

I'm trying to bring in my camera through my elgato camlink 4k into unreal through a media player. it works fine for a few seconds and then gets really laggy. any tips to fix?

unreal bronze
zenith cove
#

Some troubleshooting questions I could think of

timber crater
#

Does anyone know why a post process would affect everything in ndisplay except color grading? Have turned off the override

#

Does seem like only a ndisplay camera issue.. in multiuser both tracked camera + editor is reacting to changes to the color grading

halcyon canyon
#

hey ppl!
I'm trying to export a cinematic camera video time-line, but when I do export, the green screen animated actor that I have in the scene gets deleted, and it's not rendered in the video.

#

is this a UE4 bug?

last quail
#

Has anyone experience in using Panasonic PTZ Cameras (UE-150 and UE-100) directly in Unreal Engine (5)? I struggle with the focal length. Via freeD, I get a range of 0...1, which I need to translate to focal length values for Unreal. However, the values doesn't follow a linear distribution, so I have no clue how to map those values... 😦

olive wraith
#

Virtual Production using Mo-Sys Star-trackers
Dear Members,

My name is Rohan, I am a VFX artist, UE Environment Artist.

I work with George Brown College, Canada in the Virtual Production department and have a question for you.

We are trying to setup our wall for Virtual Production using Unreal Engine.

So far we have managed to launch environments onto the LED panels, created a static mesh for our wall in UE4, and captured Mo-Sys star tracking data to use with our Camera Rig to establish a Live-Link between the Virtual camera and Real camera.

However we are hitting a road block with NDisplay, once we set everything up and use switchboard to launch the Engine as well as NDisplay, we can see the live changes made in UE on the display using Multiuser as we are supposed to, however camera movements are seen on the Editor but not on the NDisplay/Led walls.

However if we save the file it syncs with the new camera position.

To be more clear, moving the camera affects the virtual camera but only on the editor and not on the LED walls.

Attached are the screenshots of NDisplay configuration and base project. Kindly help if you have any idea on how to approach this issue.

Our setup is as below.

UE Version 4.27.2
Mo-Sys Pro Version 4.27.2
Windows 10
AMD Threaddripper 3990x
Nvidia RTX A6000
Mo-Sys Star Tracker System
Brompton Processors for LED walls

zenith cove
#

I eventually just mapped the values from freeD to the focal length that was shown in the PTZ's web interface

#

Funnily enough I heard that some other people came up with that same solution

#

Kinda silly from Panasonic to release and advertise their PTZ as VP ready but then never publish any of that data. Though that might have changed, it's been a couple of years since I worked on that project

zenith cove
# last quail Has anyone experience in using Panasonic PTZ Cameras (UE-150 and UE-100) directl...

DisruptAR (https://www.disruptar.com/) has a UE150 plugin for UE4 and they claim to have developed a custom lens curve for the cameras. I have not worked with that yet though so I don't know if it's good

Our team of VR experts has been working in this space for years, making us one of the most mobile, affordable, and creative virtual reality production companies out there.

quick orchid
#

Anyone know how to prevent Unreal from going into sleep mode when it's not the active window?

quick orchid
#

Never mind I found a work around

#

I can add an offset and that essentially delay's it

zenith cove
#

Ah, or do you mean Unreal using less resources when not active?

#

In Editor Preferences, look for the setting "Use Less CPU when in Background" and deactivate that flag

quick orchid
#

I couldn't remember for the life of me where I seen it or what it's name was

main prawn
#

is there a way to take mov clips to import them for greenscreen use in unreal engine?

candid zephyr
#

I've been playing around with live link face, and saw that it can save takes on the phone. This includes all the blend data. Now i'm wondering how i can import those to apply on a character rig. Live performance is not possible in our situation, so i need to rely on the recording feature, and either play that back on my end, or import the data otherwise. Any clues?

candid zephyr
#

"A .csv file that contains the raw animation data captured by ARKit during the recording.

This data file is not currently used by Unreal Engine or by the Live Link Face app. However, the raw data in this file may be useful for developers who want to build additional tools around the facial capture."

For future reference. crap

coral iron
#

Does anyone know if it's possible to use a lens database to load the distortion settings instead of doing the calibration?
I need to mimic dozens of different lenses and it's impossible to calibrate all of them. But we do have a database for distortion correction like the ones used by Photoshop or Affinity Photo. Is it possible to use them inside Unreal somehow?

quartz umbra
#

Hey so anyone know the basics of networking? Im trying to figure out how to set up live link for my phone but my pc has an IPv4 for adapter 4 and 6 one for a private network and one for a public network. Im at home so Im not entirely sure which one my pc identifies with over the ethernet so I can put it into live link
Im smooth brain and new to this if that explains the basic question to you guys who I assume are well experienvced

ornate patio
#

hello, right now I´m trying to find out, why my Unreal 5 environment looks like absolute garbage, compared to what I see when in editing mode. here are some screenshots of what i´m working on right now:

#

Directx12, support hardware raytracing enabled etc... i just cant find what i´m missing right now D:

zenith cove
#

Are you using composure? It's a common complaint that it doesn't match

ornate patio
zenith cove
#

It's like there's no lighting built

timber crater
#

So im getting composed flip, even tough the ndisplay windows are in focus and are not overlayed by anything, fresh installed computers for ndisplay only.
Seems weird that the genlock is not working, but is syncsource and housesync correct? what about syncrate?
Im not sure why i have composed flip and not Hardware Composed: Independent Flip
Anyone?

I have checked that everything is

  • Listener + switchboard runned as admin
    *genlock is daisy chained from master to slave
  • No remote desktop softwares installed
    *no other graphic cards or screens connected to the nodes
  • fullscreen on both nodes.
  • Configuredriver has been run and option 11 has been activated.
    *Created EDID and followed sync guides on UE forums from A to B exactly
ornate patio
#

ok one weird thing: after composing, the background started to look like a N64-game again D:

round depot
#

Hey I’m having an issue when rendering out a scene with sequencer, particles and other elements render too fast in compared to the rest of the scene, has anyone else encountered it and fixed it?

ornate patio
ornate lance
#

i cant figure this out, i have enabled switchboard and installed its dependencies on my machine for UE5, literally just enable and install, but when i go to restart UE the icon doesnt show up in the Editor, and i cant just launch switchboard as well, it shows a cmd window doesnt show any code then just crashes, i can open the listener and all, but not the main window, tried restarting PC, restarting UE, disabling and enabling the plugin, checked my python installation and all that stuff, I cant figure it out

Whats so strange to me is that for a split second when i open a project with Switchboard enabled i can see the icon, then it immediately dissapears, ive tried a blank project as well, it works just fine on a separate machine, but ofc thats the machine that i want to port to using switchboard......

candid zephyr
#

Any idea how to fix bouncy/jittery physics grooms on a metahuman when rendering with a higher temporal sample count?

#

I saw a couple threads in the forums but no answers and I didn't find any other solutions either

#

oh bummer

ornate lance
heavy python
#

Hi guys! Is there anyone that could help me with one blueprint for 3D chart for aximmetry? I have everything set up, but bars are colored from A to B, but I want to assign unique color for each bar. I can send blueprint to those that will help me.
Also I need help with the calibration of the vive trackers in aximmetry. While one tracker is behaving correctly and the studio fits the scene perfectly, the other two trackers on the remaining cameras are pointing into the ground and have a completely different point of origin. Has anyone encountered such a problem?

tulip helm
#

anyone know is this a post process issue? After making an ocean if I go underwater the effects are being masked in this circle fixed to the skybox/background

torn edge
#

i rendered my scene with crytomatte, but its not showing in nuke. anyone faced such issues?

zenith cove
zenith cove
#

Ok there's a bunch of data in there yeah

#

Any results with DJV?

torn edge
#

I will check now

ancient anchor
#

Does Ndisplay support multiple projector blending?

#

So if two projectors are hitting same point in that case adjust the brightness level

timber crater
royal inlet
#

EXR output question. Are there specific settings we should change in our post process volume to ensure the .exr image output is getting a wider range than 0-1 (in luminance and values) as you would expect with a normal .exr render/floating point image for additional comp work?? I was able to get it, by adjusting a few things, e.g. extending gammut range and higher clamping...but I imagine there is a more definitive approach to get the full data.

timber crater
# cloud salmon oh nice! do share

Sorry for late share!
So what i did was simply first launching the project in editor on each render node, and then launching switchboard to install prerequisites that were missing.
Then this did not work, but then i added the render nodes as unreal devices! Launched them and then quit them, and launched the nodes and they joined! 🙂
Be carefull tough, adding them as editor instances did make alot of changes to my settings, suddenly renaming all workspace names to mutliuserserver3 or something 😛

hollow birch
#

We are selling our IPhone HMC rig w/ accessories . Unused. Brand new. Anyone interested, DM me! Thanks!

dusky karma
#

so I've been trying to cram 36,200 jpg files in 18 streams into UE 4.26.2 and 5.0.3 and the file handling is just.. really broken. Is there someone in particular who handles the ImgMediaSource plugin at Epic?

#

like it will eat files even, at least in 4.26.2

#

you can rename a uasset back and forth and get 2 different behaviors from the same file.. or misspell filenames and numbers and have it accept and somehow overwrite files

#

took 3 days to get all 18 streams playing from within the same project file

dusky karma
#

maybe I overwrote that file myself without realizing it, but some of the errors are def in the engine and arise mysteriously, yet can be replicated at will once they show up

stark jasper
#

Anyone know how to use the VCAM app from a different network to unreal engine?

zenith cove
sly holly
dusky karma
#

yeah I don't import them.. the file handling is quite screwy though

restive crane
#

Guys how can i make a splash screen the covers up the first 10 seconds of each level loading screen?, when i open a new level in VR it stutters and loads the shaders for about 10-15 seconds, and i want to cover that up with a splash screen. (btw i'm developing a game for vr using oculus quest 2).

zenith cove
#

To try and answer your question here already, you could try spawning a widget at when the level is launched, and put logic in the widget itself to destroy itself after a certain amount of time after spawning

ornate lance
#

Is it normal for the ICVFX camera to look like it's dolly zooming when moving, seems that the camera isn't acting right, does anyone have any tips?
I'm using a steam vr vive cosmos elite setup

topaz pendant
#

hey mate, were you ever able to come up with a solution for this? no matter what i've tried i can't get my virtual camera to follow an actor in my scene.

#

heya, i know this is old but i've been stuck on this issue for so long and have been digging everywhere for an answer. do you think you could explain a solid method for accomplishing this? i'm trying to do something very similar to what i've linked below (timestamped).

https://youtu.be/elMikUGFfqw?t=194

what i think makes my situation a bit difficult is that i am using the old Unreal Remote method for my virtual camera since my project is on 4.23. what this means is that the virtual camera that gets recorded only spawns in after i go into PIE. just wanted to bring this up in case it matters at all.

MGS V GROUND ZEROES - OPENING (en)
*Notice: This game is still under development.

MGSV Official Site
http://www.konami.jp/mgs5/

▶ Play video
proud phoenix
#

Hi i want to play my render on LEd stage but not in live. I want to render my animation in unreal and after that play the video on LED wall. Is it something we can do with unreal. I need to be sure that the scene have the right size on the wall. thk you

next pulsar
#

Another one! Hope you enjoy, and feel free to share the link with your friends or Star Wars fans 🙂 https://www.artstation.com/artwork/Ze1KaX

ArtStation

I was blessed to work on the Star Wars: Obi Wan Kanobi TV Series, as part of the Virtual Art Department Team at Happy Mushroom in conjunction with ILM and Lucas Film. A dream come true and a major career milestone, with industry leading talent who helped me level up my skills as a 3D Hard-surface Artist. TV/Film was an amazing, bleeding edge, ...

zenith cove
#

Are you doing a cut scene? Are you using Sequencer?

#

You could bind the camera's location to an actor in the scene, while binding the camera's rotation to something you control

robust phoenix
#

Trying to render some super realistic cyberpunk scenes , would appreciate if someone could give guidance on the best possible project/rendering setup for realism. hardware isn’t an issue, planning on tons of ray bounces & samples

tulip meteor
#

Hi geniuses, has anyone ever launched a game with nDisplay? or any other tools used for multiple screens?

fair edge
#

Does anyone know how to use the VR editor or Virtual Scouting tools in UE5? It seems to be broken

sour rapids
#

Hi guys. I'm having this issue with renderstream. When I start with workload, my UE project doesn't show up on the display, and there is that no frame received from health. What do you think is wrong?

ebon trellis
#

Hey. Anyone has experiences with importing chroma key'd Footage into UE? We're getting this weird dark outlines on the masked / translucent plane:

#

Original (DaVinci Resolve Studio)

#

Imported in UE.

next pulsar
#

Obi Wan Kenobi, Episode III. Hope you enjoy, and feel free to share the link with your friends or Star Wars fans 🙂 https://www.artstation.com/artwork/X1o2bl

ArtStation

I was blessed to work on the Star Wars: Obi Wan Kanobi TV Series, as part of the Virtual Art Department Team at Happy Mushroom in conjunction with ILM and Lucas Film.
A dream come true and a major career milestone, with industry leading talent who helped me level up my skills as a 3D Hard-surface Artist.
TV/Film was an amazing, bleeding edge, ...

topaz pendant
#

hey mate @zenith cove, was able to find a solution to my issue 🙂 just parented the virtual camera pawn to my actor and it works like a charm

next pulsar
#

Another one! Obi Wan Kenobi, Episode IV. Hope you enjoy, and feel free to share the link with your friends or Star Wars fans 🙂 https://www.artstation.com/artwork/B3PYE8

ArtStation

I was blessed to work on the Star Wars: Obi Wan Kanobi TV Series, as part of the Virtual Art Department Team at Happy Mushroom in conjunction with ILM and Lucas Film. A dream come true and a major career milestone, with industry leading talent who helped me level up my skills as a 3D Hard-surface Artist. TV/Film was an amazing, bleeding edge, ...

next pulsar
#

Obi Wan Kenobi: Episode V, work. Hope you enjoy, and feel free to share the link with your friends or Star Wars fans 🙂 https://www.artstation.com/artwork/g8m4dm

ArtStation

I was blessed to work on the Star Wars: Obi Wan Kanobi TV Series, as part of the Virtual Art Department Team at Happy Mushroom in conjunction with ILM and Lucas Film. A dream come true and a major career milestone, with industry leading talent who helped me level up my skills as a 3D Hard-surface Artist. TV/Film was an amazing, bleeding edge, ...

next pulsar
#

Another one! Obi Wan Kenobi: Episode VI, work. Hope you enjoy, and feel free to share the link with your friends or Star Wars fans 🙂 https://www.artstation.com/artwork/G8yK23

ArtStation

I was blessed to work on the Star Wars: Obi Wan Kanobi TV Series, as part of the Virtual Art Department Team at Happy Mushroom in conjunction with ILM and Lucas Film. A dream come true and a major career milestone, with industry leading talent who helped me level up my skills as a 3D Hard-surface Artist. TV/Film was an amazing, bleeding edge, ...

ornate lance
#

Is there a way to use multiple Icvfx cameras in UE4 with live link, currently my setup is running through VRPN but it seems the only thing that I'd need to change is the subject representation and I cannot figure out how to change that via blueprint for the life of me

ornate lance
timber crater
#

Hey im trying to create a lens file where a virtual object from live link fakes zoom iris and focus data into the lens file, but im only getting 0,0,0..
7:33 to 11:20 in the video below, i do the exact same setup, but my data is null in the lens file, somethings wrong here, anyone?

craggy olive
#

better for animation TV show : USD and Datasmith Scene Exporter workflow ( Blender and Maya or Both)

timber crater
#

The virtual objects data should be entering through livelink and into the lens file, but its not working in 4.27 or UE5

solemn nova
#

Hey, is anybody here familiar with using the VIVE Mars system?

inland pulsar
#

Hey, having a few issues connecting my editor with my IOS Live Cam.. Any idea why it doesnt show up when i connect them?

  • My UDP Messaging IP matches the IP of my computer, aswell as the ip inputted on my phone.
  • My IPhone is updated to the latest
  • I have tried both Live VCam and Unreal Remote 2
alpine python
#

ello, I'm trying to load an unreal scene in D3 for XR stage, but the target location for the stage in UE is not at 000 world coordinates, I wanted to try an arbitrary location in the map, I wanted to use the unreal origin offset settings, but whatever i try its not matching up, its like the units, axis or something are completely off, cant find any documentation on units / axis differences for working with UE in D3 from disguise

vapid horizon
#

Would it be possible to use a live position feed from outside of UE5 rather than 3d tracking?

hollow scarab
vapid horizon
#

That looks like it'll be very helpful, thanks a lot @hollow scarab

#

I'm praying this'll work in UE5

#

automatic rebuilding isn't working and I have absolutely no clue how to do it manually

#

ue4 it is I suppose

cinder aspen
#

Hi folks - wondering if anyone has experience using the new Canon PTZ cameras (CR-N300 or CR-N500) and how well they work for virtual production. FreeD support was apparently added in a recent firmware update for them.

obsidian pelican
#

I'm messing around with UE5.1 Preview 1 and the new nDisplay Movie render Queue Feature. There is an option to render all viewports, or set a list of viewports to render. But I'm guessing I need some kind of naming token in the filename in order to get more than one Viewport rendered. Otherwise they will just overwrite each other. Something like {viewport_name}. I tried a bunch of options but none of them worked.
Sure, I could queue multiple jobs, each with a single viewport selected, but since there's an option to render all or select multiple, I'm guessing there is a correct workflow for this.
Has anyone played around with it so far?

mighty merlin
#

does the output section not list the string variables you can substitute in the fle names?

obsidian pelican
# mighty merlin

thats the first place I looked, but there's nothing related to nDisplay

mighty merlin
obsidian pelican
mighty merlin
#

oh just realised you said preview version. sorry i can't help i don't have that 😂

cloud salmon
limber moat
ornate lance
#

Has anyone had trouble with Ndsiplay not correctly moving in 3D space? I've set it to use local camera but that's not working

#

I'm getting a dolly zoom effect currently and it's not appealing

ornate lance
#

It seems like the root actor isn't following my Icvfx camera at all

#

I attached the entire ndisplay actor to my camera and that works properly, only problem is that I don't have the inner frustum at that point

pale cobalt
ornate lance
ornate lance
#

if i change the mesh projection for the Ndisplay screen to camera, that also works, however then i dont have a frustum to work with

obsidian pelican
# cloud salmon have you seen any documentation for this? And what is the use? Looks interesting...

No i haven't seen any documentation yet. Hopefully with the official release of 5.1.
Basically my use case for this would be to finally be able to render out scenes with off axis projection using MRQ. Scene Captures can do a projection matrix offset if you build a blueprint around it, but Cinecams can not without editing engine code (as far as I know). I was working on a hacky workaround for this until I realised this was a feature in 5.1. So I'm pretty stoked for it.

copper warren
#

Hello!
Using composure in Unreal, the "SkyAtmosphere" and "VolumetricCloud" actors always appear in my foreground CG plate.
Is it a bug or am I wrong with some settings?
Thank you for your help!

safe temple
#

hi there, i have a packaged project that needs to work in ndisplay, i manage to get it to work on my system and would like to send it over to someone who does not have unreal installed. whats the best approach to be able to send them this package without them having to download unreal (im using 4.27)

fast dust
#

Hello everyone, so happy to find this channel... any chance someone knows how to do a Composition? Because I applied a post processing material with two nodes having the same names as the media_plate1 and cg_element with an Over node in-between and even though the background color is removed, the subject is see-through... if I put a mannequin in front of a green screen the mannequin is too transparent and it should not be, it should be a part of the virtual world. In the below image you can barely see my fingers in the composition, I am trying to see my hand but everything is transparent. Thank you.

outer wasp
#

Does anyone have problems with OBS Virtual Camera not showing up as a media option in unreal?
I run both in Admin, Zoom and other applications have streaming video.

I am having trouble googling it because of the similar name.

I cant even get a webcam up streaming. So I might try to verfiy the unreal installation

keen shell
#

Hello, quick question. Can the current version of Unreal V safely be used in a virtual production shoot (with LED) or is it best to use 4.27?

ornate lance
keen shell
#

Alright, thanks. Will be testing next week and give an update. Tracker used will be the vive mars camtrack

#

Are there any comprehensive sources of information on setting up unreal for virtual production other than the unreal documentation that you can point me to?

sage lantern
#

Hello there, hope you are all ok. My name is Pablo, I'm from Chile. Filmmaker and 3D Artist and Unreal Connectors Virtual Production student at UT-HUB.com. I'm looking for Led panels suppliers. I'm trying to build an XR Stage and I need some quotes from them to apply for a grant. Thank you in advance.

cloud salmon
keen shell
#

Cheers, that's reassuring

#

Hi Pablo, you can order with a supplier or importer in your region (which I don't know about) or get a quote directly from a Chinese factory through alibaba, which will be a lot cheaper but incurs the risk of having to assemble everything yourself, which requires expertise handling LED panels and cabling

timber crater
#

Has anyone experienced stuttering / fps drop when using sync policy 2? Can't seem to figure out why it's happening, have tried everything

pale cobalt
timber crater
#

@pale cobalt
We have tried basically everything, different screen, drivers, settings in control panel, resolutions, fps'es, new projects, new template projects, cables for CAT + BNC, moved the sync cards 2 to different slots, different sync policies, we have tried sync policy 2, 1, mosaic etc etc..
Best result we could have was same as you, sync policy 1 with mosaic

pale cobalt
timber crater
pale cobalt
timber crater
jolly silo
#

Hi, I want to create an ingame conert like fortnite does. Can anyone help me what the pipeline for that is?

solemn nova
#

When I try to render a quick sequence my camera is completely frozen.
I have a subsequence with tracking data from a vive rover and in the viewport I can see the CineCameraActor moving and doing it's thing, but when exporting it is completely rock solid.

Anyone got any tips on this?

timber crater
void otter
#

Anyone know how I can export a Live Link camera to FBX? It's been recorded with the Take Recorder, so there are no actual keyframes on the camera itself.

tame steeple
#

actually i got the solution by more surfing on google and unreal forums thanks

sly holly
outer wasp
#

Question : Is there a way to create a Livelink source through blueprints. I remember finding a reference to something like it before but cant find it.
I plan on building my game and relying on a livelink plugin for a feature.

void otter
sly holly
void otter
#

So I'll make a camera with a Live Link component to drive it, but I can't find a way to bake that into actual keyframes on the camera or something like that.

sly holly
#

Ok I see. I haven't used ncam so this is new.

You should be able to make a livelink component on a camera in the scene and use that to drive the position/rotation of the camera. Then in take recorder, only record the transform of the camera itself.

That way you're not getting raw ncam data--which is what this looks like--rather you're getting the result of it baked onto a camera.

void otter
#

ah, good idea

wooden flume
# outer wasp Question : Is there a way to create a Livelink source through blueprints. I reme...

Not a source but you can make a "Blueprint Virtual Subject" which lets you inject data from blueprint into Live Link so that it shows up as a standard subject that anything else.

You can make a new virtual subject from the new asset menu in the content browser under the Live Link category. Select the "Role" for your asset, this determines what sort of data you're sending, i.e. if you want to pretend to be a camera you select the camera role, or if you want to drive animation data select the animation role. Open the asset and then in the graph there should be an initialize and update events (I may have the names slightly off, it's been a while and I don't have Unreal open to check). In the initialize this is where you can do any setup for your subject and update is called each frame to get the new frame of data. There's functions called something like "Update Static Data" and "Update Frame Data" that you call to actually push the data to live link. Static data is the one off initialization data and Frame data is the data you send each frame

To actually use your subject, open the live link tab, add source, virtual subjects, select your new virtual subject

molten maple
#

I got a question regarding that. Is preview running in construction script necessary?

#

Or does it have to work in PIE mode only or does it have to be triggered from Timeline

next pulsar
#

Finally dropping some new hawtness, my work for the feature film Black Adam. Hope y'all enjoy! https://www.artstation.com/artwork/YKYe4P

ArtStation

I was blessed to work on the feature film Black Adam, as part of the Virtual Art Department Team at Happy Mushroom in conjunction with Warner Bros and DC Comics Universe. A dream come true and a major career milestone, with industry leading talent who helped me level up my skills as a 3D Hard-surface Artist. I was part of the early to mid prod...

lapis cargo
#

Hello,
I want to record cutscenes for my game and i managed to get 3 Rokoko suits with gloves and an ipad as virtual camera to work together. But i still don't understand how to sync them and how to sync with the real world position. what the recommended way to record? Anybody have some tips how to deal with it and what the best steps to do to make it work better?
Thanks

zenith cove
#

You'll need to adjust each suit in an almost identical manner, so their 0,0,0 position and rotation in the world is almost identical

#

I don't know how you do that with the iPad but that will also need to happen with that too

lapis cargo
zenith cove
#

Yeah you're going ot have to align them all together. What workflow are you using for the iPad?

lapis cargo
zenith cove
# lapis cargo How can I adjust them?

With the xsens program, there is an option to move the character to the 0,0,0 location in the world and to reset their axis. I can only imagine there is something similar for Rokoko

#

So what you need to do it for each mocap actor on the same spot looking in the same direction. Of course, there will inevitably be some discrepancies

lapis cargo
zenith cove
#

A separate program of xsens yes

#

I hope I'm making sense, it's all a bit complicated

lapis cargo
zenith cove
#

Ahh interesting, Rokoko doesn't display them in the same scene

#

?

lapis cargo
#

I thought maybe I can use like the gloves of the suit and give one for the cameraman and set the transform of the virtual camera with the data from the glove

zenith cove
#

I'm not sure if that'll work...

#

But as long as each actor zero point and rotation is the same , then they'll be able to interact with other

#

The issue lays with the iPad, because it's using a different system

#

I'm not familiar with that. I've used a Vive Tracker to film a scene before

#

In that case, we calibrated the Vive tracking so the zero point and rotation was the same as the xsens suit

lapis cargo
zenith cove
# lapis cargo So you use the tracker as the camera? Because using the virtual camera app and c...

Yeah, it was the solution we used. But the situation is similar. We had to align the VR tracking with the motion capture tracking, as both are separate entities. You'll need to do the same.

An idea, what you could do is add logic to the virtual camera actor so when you for example press a button, it resets its position and rotation to 0,0,0.

All you need to do is then right before recording the scene, is to place the iPad at the real world zero position in the correct direction and then reset it.

It's not an elegant situation and you will probably still have an amount of offset that you'll need to deal with

compact mist
#

Using the composure composting for the hdri backplate and when I use ue5 virtual shadows the shadows flicker in and out when using proxy meshes for shadow capture. If I turn it to regular shadow maps it fixes the flickering but I can’t do softer shadows. Anyone know what I’m missing with making it work for virtual shadow maps?

molten maple
#

Hello everyone 🙂
I am working on Data Visualization UE5 marketplace asset. Dedicated for broadcast virtual production. This is first draft. Next I will work on animations.
If there is anything you think would be nice to add, please let me know.
Thank you 🙂 https://youtu.be/Kgoe_20Wq1I

I am working on Data Visualization Unreal Engine 5 marketplace asset. Dedicated for broadcast virtual production. This is first draft.
Next I will work on animations.
If there is anything you think would be nice to add, please let me know.

If you need more help join me on discord: https://discord.gg/DgUTZwm
Support me on Patreon to get nice as...

▶ Play video
pale cobalt
timber crater
ornate flare
#

Hi there, is anyone using level snapshots? Thoughts on stability/robustness?

#

I feel like I'm not wrapping my head around how to use them properly, I thought there'd be a load snapshot / unload snapshot type workflow but it seems like there's only a way to apply them, not take them off again?

ornate lance
#

anyone have problems with the root actor not being attached to the camera or anything for that matter when using ndisplay?
I get a weird dolly zoom effect only, ive looked at the default settings in 4.27 and there does seem to be a setting for follow camera actor but that doesnt give me the result im looking for

basically how a normal tracked cine camera moves and looks is the motion id like to achieve, but thats not the motion that appears in frustum, im not entirely sure if thats correct but it doesnt appear to be

cloud salmon
#

most circumstances you don't want the root actor being tracked, just the camera. But IDK what your circumstances are and what you are trying to achieve...
the volume/display should be stationary and the camera moving within the bounds of your set (Physical and virtual)

ornate lance
ornate lance
#

I don't have any proper videos on my phone to share right now but yea, I can see my camera moving properly in editor and everything and the actual CINE cam view looks 100% correct, but whenever I launch ndisplay or hit play it looks like the forward and backward parralax is reversed

#

Like irl when you move, not zoom, but physically move closer the objects get bigger, which to a degree does happen with ndisplay, but the distance meshes get smaller and look completely wrong, so idk whats up with that

cloud salmon
#

yeah its hard to explain without seeing it..
so you are tracking your phone and filming from the phone?
did you setup the filmback settings of the cinecam to match your phones?

ornate lance
# cloud salmon yeah its hard to explain without seeing it.. so you are tracking your phone and...

im using a vive tracking puck, im creating a BP actor to take control of a camera and some other magical things on play, but i can see it working properly in editor ofc, and if i attach a cine cam to the BP in editor it looks how it should work in play, but when hitting play, the Ndisplay actor takes over and displays the background with the frustum, the frustum is what i think is incorrect, whats odd is that its moving with my Tracker perfectly how i need it to, but its not showing the Camera view, its showing whatever the ICVFX camera is, which that might be it actually, its not just ndisplay, im using the ICVFX camera as well, because i assume thats whats needed to get the frustum going ofc

#

and i dont mind dm'ing you a video, they just were filmed a while ago with different intentions ofc

#

and its not setup rn for me to film anything quickly

cloud salmon
cloud salmon
fierce hatch
#

hi all - i'm trying to export a cinematic that's about a minute long and a half long, the avi file being rendered is coming out at 50gigabytes though which i'm finding very confusing (1080p, 60fps, 110s long) is there a way to reduce this file size?

vapid bane
#

Dont render avi? Better to use movie render queue. Enable it in the plugins. Render a 16bit exr sequence

full hornet
#

an .avi being that size is normal, as it's got basically zero compression too it

#

You should always render out an image sequence, if you go for a video and cancel the render part way, or if it crashes you lose all the progress of what was rendered

#

but an image sequence, you can simply resume if the render stops

#

plus if you find a single frame got corrupted, you can simply render out that single frame and over-write it. But if you locked your render into a video file that's a lot of annoying work to fix that one single frame

fierce hatch
wise heron
#

hellou, does anyone know what to hook up here? this wasn't there in ue 4.26 🙂

vapid bane
#

A float of your original focal length?

cunning magnet
#

Is there a way to create a vehicle setup for animation where I don't need to animate the wheel rotation manually (just the steering)? I would like the wheels to turn based on the speed of the vehicle.

fierce jungle
#

Hi everyone. Is using two GPUs (multi GPU) results in better performance in virtual production projects?
For example using two RTX 3090

#

I have a really heavy scene and I wanted to know how I can use two GPUs to get higher framerates.
Any explanation or insight would be highly appreciated

zenith cove
#

Oof, is SLI still a thing?

#

or NVLink

cloud salmon
fierce jungle
cloud salmon
#

My work station for VP is dual 3090's and I dont get any boost in frame rate, but I needed two cards for the outputs. We are currently waiting on a new motherboard to come in so I can fit both with a Nvlink and I'm really hoping that will get me the frameboost

fierce jungle
cloud salmon
alpine python
#

ello, in Project Settings > Plugins > virtual production editor section, for OSC to work, do I need to put an array entry for "OSC Listeners" for OSC messages to work? I'm trying to send osc messages from another app on same machine but it doesnt seem to be showing anything in the log, not sure how to troubleshoot the connection

#

ah no i dont need to

#

i just saw theres another projects settings plugins section "Remote Control OSC Protocol" where i saw the server port was set so a different number

#

it workin now

vapid bane
#

@fierce jungle at our studio we run dual a6000 this is needed so we can nvlink and genlock the system. Using 2 likned gpus gives you memory performance boost and slightly better framerates

#

Tho try to optimize your scene better

#

Most of the times ypu can get easy 10 to 15 fps more by loding or getting less drawcalls

deep nova
#

Hey, I am trying to get my webcam working in Unreal. I have tried using a media source but both my webcams (different manufacturers) are coming back as black boxes. I have done a large amount of research and tried NDI, that doesn't see any of my webcams or monitors (not sure what that issue is). I have also tried using OBS's virtual camera and Unreal doesn't even see that. I'm not quite sure what to do anymore. I have literally been trying to get this to work in Unreal for over a month now. Does anyone have any ideas or advice?

sick mesa
#

Hey everyone

I’m fairly new to UE and virtual production, so please bear with me.

I’m planning on creating a setup with a subject, green-screen and 3 static real-world cameras, using UE5 for my environment. The subject will be in a static position, but the environment (particularly the scene lighting) will be dynamic and reacting to music.

Is there a way I can get that lighting data out of UE5 and be able to control the on-set subject lighting in real-time to really help with the immersion?

cloud salmon
#

there is a free DMX Previs Sample on the unreal marketplace which shows you the process in unreal engine, I think there is a tutorial series with it on the Unreal Learning centre

unreal rapids
#

not sure if thisis the right place to ask, but I need to make a stereoVR video viewer in Unreal, are there any plugins/engine resources which can do that?

#

also, the video needs to have interactive elements the user can point and click on, basically need to track certain objects in the video. which tools should I use for that?

ornate lance
#

Anyone else having issues with VRPN, I've had it working perfectly fine for over two months but recently and all of a sudden it's stopped working, in the Live Link panel I see my tracker showing up green and even re adding the address it lights up green, I can add the tracker in the livelink component for a BP, but when I hit play or even in editor, I can't see the tracking at all, which doesn't make sense considering everything else is telling me it's working

opaque tangle
#

We've tried to connect Livelink on our Uni network to no avail. We suspected it was a firewall issue so we have been testing it on a closed network and still are not able to connect. We're using UE5. Anyone have any advice? We followed the guides online to a T.

gaunt matrix
#

Help please: Scene suddenly all black even in Lit, I dont have lights in scene just regular Skylight and that’s it, it happened suddenly after reopening my project

elder oxide
#

Hi! Is anyone trying to replicate real fixtures in DMX plugin? I try to replicate some channels like Prism, Gobo rotation (apart from gobo) but i can't achieve it...

pastel jay
#

Does anyone worked with DMX on UE5? Because for me it doesn't seem to work.

elder oxide
#

Works fine like in UE4

#

and i run in to modifiy lasers to add RGB, Dimmer and Pan&Tilt

#

but i can't find a way to do modifications and add new functions to Moving Heads

merry mango
#

Where is the Lens file calibration in UE 5.1? Preview

pastel jay
# elder oxide but i can't find a way to do modifications and add new functions to Moving Heads

I'm making the DMX Library, adding moving head fixture, adding on the moving head actor the dmx library on patch ref, fixture patch the moving head. Making a sequence adding tracks for moving head I hit play, scrolling up and down on sequence but the head not moving, lighting, etc. It doesn't do anything. I tried all network interface card ip address still nothing. I even try to duplicate from the sample dmx project and they don't move. Only color and dimmer works on this duplication. On the already set moving heads the changes work. I even try the resolume arena on matrix pixel and still not working. Do you have any tutorial to try?

pallid heath
elder oxide
#

@pallid heath is right, for some reason in UE5 you need to start with DMX template to all settings work correct

hasty orbit
#

does anyone know how to get rtsp stream to playback in 5.0? at most i could get was the audio and black screen on wmfmedia or electra?

trim merlin
left notch
#

Hello there, the idea is to make the 3d character 100% real as the actor, I think Dream project is going to be amazing for virtual-production too, is stable diffusion based and it has official support from Stability AI

silk elm
#

Anyone here got experience with syncing/replicating niagara particles across machines?

fierce hatch
#

hi all - i want a light to follow my character as they move through a sequence - is there a way to set the light to follow the character so i only need to the the movement for one of them?

icy scaffold
#

Does anyone tried MVR import from vectorworks or GMA 3?

merry mango
#

Help. Unreal 5.1, Live Link Component Component Controller - Camera Role is always none? Upgrade project from 5.03 which has it. But not in 5.1.

#

5.1, image below.

#

5.03, image below

#

I really wanted to use nanite foliage, and directX 12 for VP. Is this a bug or is it just me?

snow ice
#

Does anyone know how to not record all of the different MetaHuman tracks and purely just the animation on the body when using Live Link? Is there a way to save these settings for later?

spark shadow
#

My live link suddenly doesn't work and can't receive any vive device message , as well as the live link vcam from my phone. but the live link face works fine, has anyone else had this problem. I made sure I have live link and live link rig plugins installed

cloud salmon
#

I am using vive

merry mango
merry mango
silent cypress
#

Bro.. did you able to render the game in N-display in Ue4 ???

#

Currently facing issues in game viewports UI isn't rendering in ndisplay while start the game eventhough the character is moving...

silent cypress
#

Can one the step to set up ndisplay with game viewports ???

timber crater
#

has anyone had the same issue with nodal offset calibration when doing the lens file?
Everything worked fine a week ago with lens file setup and calibration, but yesterday we got an error when doing the nodal offset calibration with a tracked object.
We are getting the message "At least 4 correspondence points are required" and we are not sure why this is happening. Its happening when we try to apply the nodal offset to calibration

cloud salmon
#

I got mine from this tutorial and they supply the VRPN

sick mesa
#

Great new course here on VP, this guy really has the process nailed down and his results speak for themselfs

vapid bane
#

@timber crater May i ask u some questions about lens calibration in a dm?

timber crater
#

Go for it @vapid bane

knotty belfry
#

Hello everyone. I recently acquired about the new antilatency pillar setup and it cost around $4335 with the all the devices and accessories. Do you think it's better than getting a Vive Mars which cost $5000?

vapid bane
#

sent @timber crater 😉

unkempt plaza
#

Anyone tested the new 5.1 vcam with a current or last gen iPad? Wondering if the responsiveness is good enough now to use the iPad without additional Vive trackers or whatever

merry mango
vapid bane
#

5.1 testing 👏🏼

cloud salmon
# merry mango awesome, thanks man. That vrpn solved my hmd requirement.

You're welcome!
Yeah that hmd requirement is a pain.
Here's a tip I found with avoiding the Steam room setup every time to keep the positioning of your trackers:
Have steam loaded but not steam VR, then turn on your trackers and lighthouses and it loads the last configuration no dramas.
When I would load steam VR and then turn everything on the location was always off and really annoying

rustic plinth
#

Anybody getting pixel streaming working on the Live Link VCAM app?

tight robin
#

I'm running into an issue with Unreal not recognizing motion controller input in VR mode for virtual production / vr scouting, using an Oculus but the editor keeps rendering Vive controllers and only receiving HMD input and not controllers

tight robin
#

^^ fixed by changing the Open XR runtime to legacy 😬 under Project Settings > Oculus VR

cursive sandal
#

Hey guys!
I'm a 3D artist and a photographer and i was wondering if there was some way to controll my IRL studiolights around my subject in real time to recreate the lighting that's in the unreal scene i want to insert them in?

cursive sandal
#

👀

prime plaza
#

Hey Everyone, getting an error during Lens calibration consistently on the last step with Nodal offset.

#

Unhandled Exception: 0xe06d7363
KERNELBASE
VCRUNTIME140
opencv_world455
opencv_world455
opencv_world455
opencv_world455
opencv_world455
opencv_world455
opencv_world455
UnrealEditor_CameraCalibrationEditor

#

Wondering if anyone has come across it

vernal saddle
#

Hey everyone. Has anyone had any issues with NDI recently? I'm streaming from my iphone camera using NDI remote. After I scan the QR code, it just seems to be blank screen or just stuck at the QR code screen.

primal star
#

Ok now that constraints exist would it be possible to constrain an image plate to a null or empty actor?

sleek idol
#

Hi Does anyone face any issue of video lagging/ motion while using live chroma footage on aplane in Unreal 5.1.0 for Virtual production,
Live shoot footage with cg background
im facing lagging issue on footage, and the shadows of footage is also still\

knotty bridge
#

yea, the #rules mention you cant share unsolicited discord links.

vapid bane
#

Can I some how share it here somewhere? @knotty bridge ?

knotty bridge
#

no discord links are allowed

heavy python
#

Hi, does anyone know where aximmetry stores calibration files from lens calibration tool?

civic harbor
#

Hey guys, I have made a media player connected to a camera, but whenever I press simulate, the feed cuts off. Is there anyway to stop that ? Am I doing something wrong ? I am using a capture card to get the feed into UE5

upper crescent
#

Has anyone here had any success with the Virtual Scouting (Beta) plugin in 5.1? I've had no success (as in it runs in editor, but none of the tools / inputs work). I am on the Meta Quest Pro.

summer heron
#

Does any one have experience on nDisplay's mGPU feature? I followed the instruction on UE4's official document and set 6 viewports's GPU Index to 1 (I have 3 GPU totally, I'm trying to force 1 GPU to handle all the viewports), I then successfully start the application by using Switchboard. Yet, I haven't found any particular changes on each GPU's status, they all in heavy use. I wonder if the mGPU feature is not working at all, or is there anything that I do wrong?

solemn nova
#

hi

#

is there any way to use multiple vr headset in vr template ??

#

just one of them will be controller the others just spectator

#

Device: meta guest 2

silent cypress
#

ndisplay using switchboard game is not render ???

silent cypress
#

I’m trying to make a project that has multiple cameras in the scene that render to different monitors for a multi-monitor set up. Is there a way to do this?
I’ve tried to use a 5.0.3 build from another version of this question but it wasn’t working at all.

silent cypress
#

So I am currently looking into a feature that’s required for a project, specifically, I have two separate cameras setup in my Player blueprint, and I need all two of them to render to separate views. Each of these views will be fit on a separate monitor, or projected by two separate projectors, based off client requirements.

I have been able to setup my character with two cameras (which honestly is the easiest part of the deal), but where I’m getting stuck is creating two different viewports for these two separate cameras. I tried looking into a previous thread and tried to make some sense of it, but honestly

fierce hatch
#

Hi all - I'm rendering a 3:12 long animation at 1080p with 16x Anti Aliasing and Path Tracing at 60FPS - it's taken about 25hrs to render 25% - is this to be expected?

lilac trail
#

Today we spent 11 hours trying to make livelink work on ndisplay. Livelink works flawlessly in the editor, it's just zero live link connection to an ndisplay

#

Has anyone managed to get it to work?

pale cobalt
topaz plover
#

just sent an email to StretchSense asking about their mocap gloves, because i havent seen any video or comments as to people using their gloves for capturing sign language

solemn nova
#

Hey guys! do you know if it's possible to connect the LiveLinkVCAM ipad to Unreal Enging running on a different network?

cloud salmon
#

what livelink protocol are you using? XR, VRPN, etc

solemn nova
# lilac trail Today we spent 11 hours trying to make livelink work on ndisplay. Livelink works...

do the live link work at least with your ipad?
if not, this guy show you the protocol:
https://www.youtube.com/watch?v=dr6PFj4b6BQ

This video will help if you are getting an error connecting the Vcam app in Unreal Engine 5.1. I had some trouble with this initially and eventually figured it out. Follow the steps in sequence and it should work if not leave a comment.

Also, check out Soloman Jagwe's page he goes into more settings with the vcam app
https://www.youtube.com/@...

▶ Play video
#

Guys, do you know if the vcam App of the iPad allows camera mov tracking? and not only rotation

solemn nova
#

do you know a detailed tutorial to do a volume in unreal? from setup to connecting to external displays etc..?

lilac trail
lilac trail
lilac trail
#

Setup at least works for testing live link tracking

solemn nova
#

WoW thanks so much ! Will def try It out !

cloud salmon
merry rivet
#

Italiani per un aiuto??🙏

timid socket
#

hi. what component can be used for videomapping 3d geometry onto the real world ?

odd elbow
merry rivet
#

any help to create an animation, set it in a metahumans and create a video??? I can't get the animation to play when I export the video

odd elbow
#

@merry rivet do they just jump to the A-pose? I've had that happen before. The only fix I had was to make the scene again in a new project. I hope you get an answer for this because that was a real pain.

crimson wave
#

Hi Piontek I'm popping up the old issue but I have the same problem Did you find any other thing so far? Thanks. I've try everything. It's working with Remote Control 2 with just camera movement, no screen on my Ipad. I tried this about 2 or 3 years ago with my IphoneSE "I don't know which version" it worked fine with Remote2. But now nothing working correctly

red tulip
merry rivet
#

@odd elbow serious? My problem is that when I start the video the animation doesn't start and I don't know how to make the actor interact with something in the scene. do you have any tips, videos to help me?
PS I have to make a video so it's to be applied to a character in the scene.

jaunty sinew
#

hey guys im doing a puppet system where i drive a head of a puppet blueprint basically a controll rigg with blend controls. What happens is when i drop in my virtual camera to do filming with my ipad, I can no longer control my puppet after that and cant make new performances because my input from my xbox controller is no longer readable. Literally nothing happens. Has anyone seen this problem? Im in 5.1 and im wondering if the new input mapping is the issue

true elbow
#

Hi, has anyone tried to set genlock and timecode for unreal using a Blackmagic Decklink and a Rosendahl Nanosync HD? Why does the first one recognise genlock from the Nanosync and not a videoinput for timecode?

sour rapids
#

I have 1 PC that render to 1 LED screen and I could render nDisplay (both the outer and inner frustrum) to the LED, but I cannot genlock the nDisplay to my camera framerate. Do I need Nvidia quadro for this?

pale cobalt
pale cobalt
merry rivet
#

to start the animation, what should I put in the event graph?

merry rivet
#

Or for esport in .avi?

charred cedar
#

Hey folks, is anyone experience Errorcode 0 via the switchboard app when launching cluster nodes?

jaunty sinew
#

I discovered a bug that breaks the controller Input when you use virtual camera plugin in 5.1. Submitted and reported if anyone can replicate all you have to do is have a controller plugged in turn on virtual camera and place a print string in a blueprint that will print out any controller input

#

If you remove the plug-in it works as intended

#

This bug happens on a brand new empty project

bright pelican
#

Hey guys, does anyone in here know if there is a way to ignore the composure actors on the render node? Specifically the scene capture 2d components add quite a performance hit, that does not need computed by the render nodes as they just output the scene to the display backdrop.

odd elbow
halcyon hill
#

Does anyone have any experience on using a webcam inside of U5 as a Material? I have it mostly working but I'm running into issues with the MediaPlayer.

My main issue is the fact that the media player needs to be set up each time I start my program. Each time the media player is closed I have to re-select the Webcam to be used in the media player and re configure the video settings. Also the Media player needs to be opened to get the Webcam feed to the Material.

Is there anyway to prevent these issues?

Is there a way that I can have a blueprint that will activate the mediaplayer automatically on event play and also configure the Webcam automatically?

wooden haven
#

Greetings all -- any RedSpy users on this channel?

stuck widget
#

We had some Christmas multiplayer fun with our stereo cave, nDisplay and UE5.1 😃

#

Running more and more stable lately, linux cluster with 48+ nDisplay instances, shutter stereo & ART

kind narwhal
#

Hey all! I'm sure there is a simple solution to this but I am so new I am just overlooking it.
I am using Unreal Engine's Hype Chamber aka Broadcast Sample.
I am trying to figure out how I can output the viewport onto another monitor/screen that I can record from using OBS Studio for streaming purposes?
I don't know if this is the most effective way to do it, but it's the only way I can think of right now as I am fairly new to UE in general.

static ingot
#

Hey

#

Anyone alive ?

kind narwhal
solemn nova
#

hi everyone! should i use switchboard to stream ndisplay to my tv connected in HDMI to my computer? is it doable?

solemn nova
#

Also, do You know if it’s possible to use the vcam on iPad and record video at the same time ?

fluid peak
#

Hey ya'll - I'm trying to send OSC from TouchDesigner into an Unreal nDisplay setup. The OSC floats come through in the editor, but when I run Switchboard the OSC is not being received. Anyone have experience in this area and can provide some guidance?

weary maple
#

hi

#

how do i import my tracked camera in unreal as alembic

vapid bane
wooden haven
#

Hi no direct question yet. Just looking for kindred users

#

Thanks

wooden haven
# vapid bane Whats your question

Do you have a system or have you just used in the past. We've used RS 2.0 in the past have just pulled the trigger on bringing the v3.0 system full time into our studio.

#

We had an 44 camera optitrack set up for a while, but the results were disappointing - lots of jitter and the system requires so much maintenance/rewanding to keep calibrated.

#

We've found the RS has considerably better results.

#

Would prefer if we could use data in unreal outside of stypeland and want to look into the livelink/ FreeD options.

#

Any experience with that protocol?

vapid bane
#

We have a permanent setup with redspy 3.0!

#

@wooden haven

#

@wooden haven check ur dm's!

wooden haven
#

Nice. Where are you guys located. We're in LA area

near mulch
#

Hello, I am working on my own project that I would like to run on multiple projectors, I'm getting a bit of frame rate drop as I move from 2 projectors to 3... Id like to do more but my laptop seems not up to it. Is N-Display applicable for a small DIY project like this?

plucky nacelle
#

Anyone know why I can't get a Vive tracker to show up in the LiveLink panel after adding a source? Instead of SteamVR I now have OpenXR enabled. Is there another step required for OpenXR? I have LiveLink, Virtual Camera, and OpenXR plugins enabled. SteamVR is open and detects base stations and Vive tracker.

low cove
#

Does anyone have a good solution to find the nodal offset in unreal without the need for a tracked calibrator?
Although there are multiple solutions outside of unreal it would be nice to have this within unreal.

zenith cove
zenith cove
#

You'll also need to print out some calibration charts

low cove
# zenith cove The lens calibration plugin can calculate the nodal offset but it's a bit of a c...

yeah done that, but there is no common way of calculating the nodal offset inside unreal if you don't have a tracked checkerboard.
We don't have an outside-in (like a vice or optitrack) where you can have your checkerboard tracked. but an inside-out (like stype redspy) tracking solution.
We've done the unreal way to lock the camera, take the tracker off and attach it to the checker or just just the redspy3 as a nodal point offset calculator, but to be honest, that defies the whole purpose as you loose accuracy by detaching and attaching the tracker

zenith cove
#

especially trying to figure out the rotational offsets did my head and sanity in

#

My colleague made a jig for the vive tracker and we had to make sure we had to start screwing it in at a certain angle because it only worked in that single position 😅

plucky nacelle
# zenith cove

My OpenXR runtime in that window says SteamVR as well.

unreal willow
#

Anyone know what might be up when trying to get Live Link VCAM to work with 4.27? No matter what, I can't get the connection to work (I've checked IP addresses, firewall settings, the works) but my device will just not show up in the available sources

#

I had more success with Unremote (getting it to show up in sources), but it doesn't move past the "connecting" screen on my phone

unreal willow
#

Same issue in UE5.1 so I assume it must be something in my network?

#

Got it! needed to change VCam settings to use Remote Session instead of Pixel Streaming

novel zenith
#

Hey guys im currently using an AI mocap app. and is it possible to do pre-made animations (jumping, dancing etc.) while using mocap? feel free to ping me

lyric basin
whole ridge
whole ridge
#

Gracias por unirte @sage lantern 🤝

heavy python
#

Hi, is there anyone who can help me with setting up dynamic color that I can control material that I can control in Aximmetry? I have this and it doesnt work...

sterile tulip
sterile tulip
rough pawn
#

Hey, 
We trying to use mars tracking with our two render nodes for virtual production in unreal engine. We get the tracking into Unreal with live link. Inside the Editor its all working fine. As soon as we launch nDisplay with Switchboard there is no tracking anymore.
We already tried a lot and none of the following helped/worked: 
We set all IPs manually (nowhere any 127.0.0.1),
We set the UDP Message in the Project Settings,
We saved a Live Link Preset wit rebroadcast in the Project Settings, which is still there when we open Unreal again.
We entered “-messaging” in the extra cmd line args
We entered a Unicast Endpoint in switchboard for every render node.
We checked if every render node gets tracking by just manually opening the unreal project and checking live link.
We added the Live Link component to the nDisplay Blueprint and also tried adding it outside of the blueprint to a camera and object.

We don’t really know what to do anymore and I hope somebody maybe still has an Idea and can help us.

Thanks a lot in advance!

noble ledge
#

I am having some issues regarding face mocap with Live Link and a metahuman. I have posted in the metahuman channel but maybe someone here is willing to take a look and help me out.

ripe field
#

Hey everyone. I need some help with Composure. Anyone who knows what theyre doing that could help me with layering some CG elements onto a plate?

sterile tulip
#

Hi there, does anyone know whether it is possible to trigger the take recorder without triggering the pending take inside?
We have the problem unreal needs some time to start recording which causes troubles while shooting with real actors. Therefore acting becomes difficult when the recording starts later..
I think about triggering the take recorder before the directors "action", so it is recording and when the director calls for action we trigger the pending take to play. Something like that. Has anyone a hint how to achieve that, or is there maybe such kind of functionality/workflow given in Unreal?

tall knot
#

I'm trying to create some actors to represent some DMX fixtures I have. Running into a problem with the moving head fixture in the fixture library. Some of the parts of it seem very customized such as the strobe, color wheel and gobos. Simplest example is the strobe component which has a material function and a table lookup for different strobe patterns. But on my lights the strobe parameter is a simple speed from 0-255. DMX passes through the strobe value to my light fine, but the moving head actor in unreal doesn't match. Does anyone know of a tutorial/example of how to customize the strobe, gobo and color-wheel functions for your own lights? So far I haven't found any tutorials where they customize these things, they seem to mostly just use the existing fixtures without changing them.

silk basalt
#

Hi guys, has anyone used external (EDID )hardware between a led porseeser and a workstation?

granite blaze
#

@zenith cove or others - how accurate did you find the nodal offset calibration to be? We're trying to use it ourselves and are finding that alignment starts to fall apart around the edges of the camera view and especially when the camera is picked up and moved.

zenith cove
#

I know I did it with the camera on a tripod and panning worked well

#

But I can't immediately remember if I moved the camera

granite blaze
#

Thanks for the reply. Even with just panning we're seeing the alignment start to slip when the trackers are close to the edge similar to what's seen in Greg Corson's video here: https://youtu.be/H5t2BwUGqkI?t=1565. We're using OptiTrack as well so am curious if people have any tips on increasing the accuracy of the system overall - we were expecting more 'lined up' results for sure.

Get your lens distortion, find the entrance pupil and the tracker offset all in a tool built into UE 4.27! You need 2 Vive trackers, no measuring guessing required to get a good solid result! This covers some things that weren't in the unreal docs or were confusing.

You can display the calibration checkerboard on a monitor or tablet if you do...

▶ Play video
zenith cove
#

Or frame?

#

If the latter I think the culprit might be not completely accurate lens distortion correction

granite blaze
#

Yeah, edge of frame. Distortion definitely feels like it could be the culprit though we've tried the distortion step a number of times. Any tips on getting the best lens distortion calib?

tiny hornet
#

I've just started working with UE, and the Hype Chamber example project, to learn enough so I can make a control interface for doing broadcast graphics. As I don't have an UE (or c++) background I just wanted to check I've got a few things right so I don't spend too much time going the wrong direction.

If I want to be able to have changes in camera params over time, would level sequences be the best way to go about it? With the Web API I can change a cameras params but it jumps to the new value, where as sequences seem to be the right option as I could have a camera move smoothly, as one or more params change over time.

The downside I see to sequences is that I don't think I can trigger playback through the web API, so would I need to edit one of the LevelSequence .h files to expose the playback controls so that I can call them through the web API, then build UE with those changes? Or is there an easier way to expose playback controls in a way that can be triggered by the web API (or other communication protocol like websocket)?

sterile tulip
copper warren
#

Hi!
Is there a way to crop a media texture? (to keep only video area)
Thank you for your help

rotund heron
#

Does anyone know how to fix this preview shadow that's appearing on the metahuman's face? I disabled 'cast shadows' on the light which got rid of it, but if I had a wall behind the character I would've needed that on.
Also, there was what appeared to be a reflection of the metahuman's skin on the water in the distance behind the head, being produced by the metahuman's face. Not sure how to stop that from happening, but I ended up just framing the water out because I couldn't fix it.
Finally, there seems to be some vignetting on the water for some reason. Anyone know how to fix this?
Thanks!

restive prism
#

https://www.youtube.com/watch?v=9rRiExTYrpE
Hey! I made a One Year progression video of all the Virtual Production/ICVFX personal projects I worked on this year (and what you can learn from them). Check it out!

Here’s How I Would Learn Unreal (If I Could Start Over)

Learn Unreal Faster with These Free Projects PDF: https://unrealforvfx.gumroad.com/l/starter-pdf

Join me on my journey of learning Unreal Engine! It's been a wild ride filled with mistakes, lessons, and victories. In this video, I'll share my experiences and tips for anyone looking to get...

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crimson idol
#

hey! I use unreal for a live stream and I want to be able to put actions on keyboard presses (like changing what environment im in, making objects bigger or smaller etc) i know there are nodes for each key of the keybaord, but do those nodes need to be attacehd to a player character's blue print? so far when i make a blueprint with a keyboard press and then start simulating the game nothing happens when i press that key and I THINK its because theres no player character but im not really sure!

cloud salmon
#

the "preview" you see is because static lighting requires baking and its not fully processed. Movable lights however are fully dynamic and realtime (pathtracer is an exception to realtime)

cloud salmon
#

if raytrace isnt an option for you, make sure Lumen reflections are as boosted as possible

cloud salmon
crimson idol
#

getting weird motion blur in the camera views of my project when i hit play. for example in this video, in the editor pinnochio doesnt blur but in the pinned camera view he does. any idea why?

crimson idol
cloud salmon
crimson idol
#

what does ppv stand for lol

cloud salmon
#

post process volume

#

pp is post process

#

if you arn't using a PPV in your scene just turn off motion blur settings on your cinecam

#

but I assumed you were, I thought you were using a post process material for your stylistic scene

#

also, cameras usually always run at 100% screen ratio, whereas your editor may be set to something lower, which would explain a faster frame rate and smoother animation

crimson idol
#

ahh yes i am, sweet ty!

cloud salmon
crimson idol
#

@cloud salmon looks like it was anti-aliasing i turned it off for my project a while back to get a plug in to work with it, turned it back on and it looks a lot better

granite blaze
#

Am looking to chat with someone with extensive Nodal Point Offset Calibration experience - need help improving our process since we can't seem to achieve production-quality alignment even with an OptiTrack system + Cinepuck. Would likely be a (short) paid consultancy.

round vortex
#

Hello! I am trying to use the nvidia maxine SDK body pose in my unreal engine project. Has anyone been able to use this or something similar? Thanks

ember blade
#

Hi folks,
Does anyone have any experience with Assembla.
Is there other companies servicing Perforce cloud solution?

zenith cove
lapis cargo
#

error when playing the exe, how can i fix it?

ember blade
zenith cove
#

I know I've encountered this before and I knwo I've fixed it before. I'm trying to work with Lens calibration and I'm tryign to get a webcam stream. I've got a mediasource created, it's playign in a MediaPlayer but it's not appearing in the menu

#

That dropdown menu is empty

#

Ah I just bypass that and change texture in the spawned mediaplate

sterile tulip
#

hi, does anyone know how you can start recording via take recorder but trigger the pending take to play separately?

vapid bane
#

What do you mean by pending take?

#

you want to record camera location rotation etc i think? and play a seperate sequence with animated values in it?

#

at the same time?

sterile tulip
#

yes, we have animated objects/3d characters in the background. Their animation is stored in a separate sequence which we drag into the pending take.
Problem is that when the director calls for action and we press record unreal needs some time to initialise the animation sequence/pending take. -> This causes problems for the real actors to play along

#

we record camera and mocap

#

to avoid this hickup, we want to start recording before and just have to play the animation sequence inside the pending take when the director calls for action

#

if we put the animation sequence out of the pending take then we lose the information when it was triggered and we would need to go into every recorded take and put them back inside :/

crimson idol
#

has anyone ever here used blueprints with the media capture window (to do things like change cameras, start/stop capture etc)

restive sorrel
#

Hello,
I can't get nDisplay to work on Unreal Engine 5.1. The editor freezes after a while, even on the simple original nDisplay template.
What's really strange is that I tested it on a completely different machine and it doesn't work either.
However both machines are AMD based.
Am I the only one with this problem?

vapid bane
#

@sterile tulip did you set the recording start to 0 seconds delay, check ur dm's btw

vapid bane
#

@restive sorrel did you make a new 5.1 project and a new 5.1 ndisplay setup? And not port a old project

#

We have 5.1 running smoothly at even 50 fps here at the studio

#

And are you working with source control and Or switchboard?

vapid bane
#

And select in the take recorder the only pc u want to record

sterile tulip
# vapid bane We do the same thing, tho we work from 2 different machines. We recond on one pc...

thanks for your feedback phil
having the animation sequence within the pending take is beneficial when you want to replay the recording because the new sequence has the animation clip nested inside. I assume this isn't the case with your approach?
i will have a look at this, but i fear our setup becomes too complex and unstable/unreliable. (i never tried using multi-user in gamemode, but i know how well unreal becomes unstable)

vapid bane
#

But what delay are you facing when pressing record on the take recorder? with us its Instant.

#

did you check to see is if this is set to 0?

sterile tulip
vapid bane
#

hm ah yeah i see.. thats a difficult one. havent worked with mocap before.

cloud salmon
signal lagoon
#

Hello! I've been deep diving into virtual production the last 3 months. My company is building a 50ft diameter, 270 degree volume. I get the job of building it on paper. No questions as of the moment. Just thought I'd say hi since I'll probably be here often. So... hello 🙂

vapid bane
#

Dope @signal lagoon check ur dm's

restive sorrel
#

Thanks @cloud salmon & @vapid bane for your feedbacks. Maybe the problem is indeed related to AMD cards... The last project I've tried is the simple nDisplay template (with switchboard) from 5.1 and that did not work either. 😦

signal lagoon
#

Anybody here have experience using Lockit sync devices on set?

tall knot
#

Trying to get a new system up and for the life of me can't get livelinkXR working with VIVE! Have installed steam/steamvr (which works), updated to the betas, created a UE5.1 project, added livelink/livelinkxr....nothing comes through when I open the livelink xr device in UE. Never had this much trouble before, has something changed recently? Any ideas what I might have missed. Been going through various tutorials for a couple hours and I seem to be doing it correctly, though most of the troubleshooting info is a year out of date.

zenith cove
#

What's your set-up? I know that headless SteamVR is a pain in the ass to set up correctly

mild spindle
#

Hi guys!
I ran into an issue with using Manus Live Link on nDisplay. All the real-time mocap works in play in editor (UE5.0 and UE5.1) but the data doesn't work for nDisplay and in standalone game either, so the mesh stays static there. The plugins I turned on: Live Link, Live Link over nDisplay, LiveLinkCamera. Anyone that could help please? :)

pure heron
#

Please do not post unsolicited links as per rule #7

zenith cove
#

if I remember correctly from xsens

#

lemme try and findi t

mild spindle
zenith cove
#

Ahh, hmm, and I was mistaken, I thought Manus was an xsens product, not a separate thing sorry!

mild spindle
#

Thanks for trying to help anyway! Do you maybe have other suggestions of what might cause the issue. We think it's related to the LiveLink factory, which means it can't recreate the preset on the actual external client

zenith cove
#

thought that's more a TCP issue and not UDP

mild spindle
#

Also doesn't help the issue 😅

cloud salmon
#

just trying to help a guy

pure heron
storm crest
#

Not sure where is the best channel to ask this but anyone have any advice on how to render out Niagara systems into render layers in the movie render queue? I have a project that needs to go to comp, I've separated out my characters and backgrounds using stencil layers, have all my AOVs setup with post process materials, but can't seem to find a solution for the VFX. We have a few simple particle effects and a few Niagara fluid effects(mostly smoke / fog). I added them to their own stencil layer but no luck. Tried a custom depth pass as a post process material mask but alas still no FX pass. If anyone can point me in the right direction it would be much appreciated.

cloud salmon
#

litterally 3 up from VP

#

or the cinematics channel, or the animation channel, or the sequencer channel

storm crest
#

Thanks I will

zenith cove
odd bramble
#

I received some request on how you can edit greenscreen brightness and contrast using the new EXR plugin in 5.1. Here is a tutorial. Hope you all find it useful
https://youtu.be/Oswf-wz6lUY

Unreal Engine 5.1 Greenscreen with Color Correction Tutorial

Join this channel to get access to perks:
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Grab my new Unreal Engine 5.1 Course here! Be sure to share it with everyone!
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Sign up with Artlist and g...

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snow ice
#

How do I make nDisplay follow the in game camera/what the player sees on play?

snow ice
primal mantle
#

I have project with 3 projectors using NDisplay, start with a clean level, all working god, as soon i put sublevel with Landscape all went black.... anyone had used landscape and ndisplay ?

vapid bane
#

Yes, set your sublevel to always loaded

#

Instead of blueprint

cloud salmon
#

nDisplay overrides features in the game mode, I havent tested it our myself but I could with the CitySample project

snow ice
alpine violet
#

Dumb question, does anyone know how to input the audio signal from a Elgato Camlink into unreal? I have video signal but no audio 😦

cloud salmon
#

I am fairly sure I did that a year or so ago in our early testing with livelink and nDisplay, if I remmeber corectly I just parented the config in the "outliner" to the tracked object

#

if you have a controler, add some functions to the buttons and voila (maybe)

#

Hang on, I am now remembering that I have had keyboard keybindings working in nDisplay before, but it required a custom blueprint in the scene, the same one I used for camera tracking at the time

cloud salmon
#

I've just looked through old projects and looks like I have purged all my redundant blueprints, so I don't know how I did it sorry man

sour rapids
#

Hello, I'm working with DMX on UE5.1.
I have a Nantlite Mixpanel set up and connect that with Pixel mapping in Unreal. I have a few colored cubes in the level to test if it's working or not.

The problem I'm having is, pixel mapping works when I point the Scene capture at the cubes, but when I point it at the sky, the color doesn't match. E.g: Sky in viewport & pixel mapping preview is blue, but the data I have from DMX console & the light is red.

The issue is around 0:18 in this video https://youtu.be/ChtH2_andPc?t=16

Light used: Nantlite Mixpanel 150, DMX mode 2

▶ Play video
primal mantle
snow ice
#

Has anyone had these nDisplay errors before?

snow ice
# snow ice Has anyone had these nDisplay errors before?

LogClass: Error: StructProperty FDisplayClusterPositionalParams::Scale is not initialized properly. Module:DisplayClusterLightCardExtender File:Public/StageActor/DisplayClusterPositionalParams.h
LogAutomationTest: Error: UObject.Class AttemptToFindUninitializedScriptStructMembers will be marked as failing due to errors being logged
LogAutomationTest: Error: LogClass: StructProperty FDisplayClusterPositionalParams::Scale is not initialized properly. Module:DisplayClusterLightCardExtender File:Public/StageActor/DisplayClusterPositionalParams.h

snow ice
vapid bane
#

What are you trying to do aidan?

snow ice
#

I don't think it's nDisplay anymore

vapid bane
#

Ah cool👍🏻

snow ice
vapid bane
#

Verify the engine maybe?

#

The MRQ is always a bitch though... Also little documentation..

#

It doesnt get alot of use i think

pastel marsh
#

@snow ice we were having memory issues, and we got around them y opening render queue and setting it up, but before launching it, loading an empty scene. that way we cleared up a lot of precious VRAM.

snow ice
snow ice
vapid bane
#

Running your project from a network location? I.e. A server?

#

Or locally?

snow ice
vapid bane
#

What are you rendering?

#

Can u share a pic?

snow ice
#

Sorry I have to hide what's under that box ahaha

#

I think I figured it out...

#

I was using Game Override and setting it to MoviePipelineGameMode but there were a few impure casts that I was doing that were triggering those errors (potentially)

#

It just worked quickly once by fixing those casts and now I'm about to try again

#

It works!

snow ice
snow ice
vapid bane
#

But are you rendering or trying to setup a led wall with ndisplsy

snow ice
#

nDisplay is added to the project for other reasons, e.g. it will be shown through a stereoscopic projection at an exhibition. I think that there's some sort of logic in the project which is causing the render to fail after it starts because MRQ actual runs a PIE instance. It's just hard to tell from the call stack what it is.

snow ice
# vapid bane But are you rendering or trying to setup a led wall with ndisplsy

Regarding nDisplay, do you have experience getting input controls to work with it? For example, I currently have the nDisplay Root following my Player Pawn. However, none of my regular input events from my mouse or keyboard work with nDisplay running. Someone above said that nDisplay may override the Player Controller class. Do you have any experience with this? I imagine in VP, there’s a need to change things using the keyboard/mouse/other devices etc. Although, I’m not sure if most people are just running nDisplay in the editor in which case input events aren’t needed in the same way. Thanks 😊

vapid bane
#

nDisplay does not run a PIE its a mis of runtime and editor. There is no documentation on this as far as i know. So it is indeed possible that it takes over all controls. I cant see any use though in following a player pawn in vp (using ledwalls) so i wouldnt know anything about that. We do animate our ndisplay root from time to time in thr level sequencer. That works fine!

primal mantle
#

I'm trying to run a packaged ndisplay app, but without success, can some point me to some information how to run a packaged ndisplay application? i made a batch file with the line commands , it opens and closes immediately, and the logs don't say anything - Never mind, it's working 🙂

snow ice
primal mantle
snow ice
primal mantle
#

I have a BP Actor in the level which coordinate all the stuff related to the simulation, and in this BP i have the keyboard events, which work both on PIE or when i launch through the Switchboard

primal mantle
#

I'm trying to send UDP and OSC network messages, all works good in PIE, but when i launch using Switchboard i can't communicate, anyone has any clue how to overcome this ?

snow ice
primal mantle
zenith cove
honest summit
worldly stump
#

Does anyone know how I do not spawn the player and use the cinecamera in a scene in specific? in ue4

feral junco
primal mantle
unkempt basin
#

Hi All! Hope you’ve had an amazing week!

I’m in need of some help. I’m preparing a course module for the MFA Virtual Production class to teach pr-recorded & live feed green screen footage composited into UE 5.1 virtual environment. The composure plug-in and workflow works great, however, I’m struggling to get the sequencer to playback the composure on the timeline and to render out with movie render que. Been scratching my head for 3 days 🤔🧐😅, most likely I’m missing a step somewhere and can’t recall. Does anyone of you have a tutorial or can guide me on how to use the composite with sequencer to render out the final movie please 🙏🏽. Thank you in advance!

lethal mountain
#

Sharing some bts of a project where i needed to re create 3 persons on a virtual productionhttps://www.artstation.com/artwork/YKX30Y

ArtStation

After completed the Real Virtual Beauty Training by Epic Games, here are a contribution to the #RealVirtualBeauty character gallery.
Thanks to Dr. Phillippa Diedrichs, Raqi Syed and Heli Salomaa for their explanations and technic shared trough this course.
A project realized on a virtual production collaboration for Endless Form®.
Let's build yo...

viscid idol
#

Hello everyone! I am working in a UE5 scene with Lumen and baking lights and it is working properly. But Lumen is making the same artifacts I found in another scenes and other tutorials. I ve tried to solve it with this parameters, but still havins this kind of wave effect in my walls...Does anyone know any kind of trick or tip for these lumen artifacts?

primal mantle
#

Hi, i'm using 3 projector with NDisplay for projecting a environment, and they are connect to a PC streaming to a Hololens 2 device. Everything works correctly but i can't get more than 35 FPS from the Ndisplay, has is it possible to get 60 FPS from a 3 hosts with NDisplay ? thanks

cloud salmon
primal mantle
shy bridge
#

So maybe try sync policy 0 to see it that changes things

primal mantle
cloud salmon
primal mantle
# cloud salmon ah ok, are you using freeze outer frustum? or running the whole lot live?

Hi Antx, i'm running the simulation live, we got no cameras, instead we got a few Hololens 2 (connected with OSC to other hosts that stream to Hololens) to the master Host, which the users can observe freely the scenario with augmented information overlaid over the projected scene. the problem raise because Hololens must work at 60 fps and the scenario is dynamic and take some heavy graphics.😩

primal mantle
cloud salmon
eternal vector
#

hey fine unreal slackers.
i want to add composure elements via blueprint
but they do net get attached to my master comp, even though i set the context with my master comp.
do you know what to do?

primal mantle
shy bridge
#

@primal mantle Are you sure it's not related to the Hololens? I'm not sure I understand how the Hololens is integrated within the cluster (which is a subject that interests me, btw), but do you have the same issue with only nDisplay running and no other hardware?

primal mantle
snow ice
#

Do those using nDisplay get this warning message when you PIE?

"Play In Editor is about to start or has started; Multi-User Cvar sync is suspended during PIE."

primal mantle
snow ice
primal mantle
#

i don't know how to remove this specif message, just all messages 😦

shy bridge
snow ice
snow ice
#

I can't connect VCam from my iPad to UE 5.1. I'm using the suggested Pixel Streaming workflow. I just keep getting the error, "Couldn't connect: The request timed out." Does anyone know how to fix this?

tender salmon
#

How to set compositing elements relationship with python api. I want my script auto load a setup composure, final result 🌹

tender salmon
thorny ridge
#

Does anyone have access to the Broadcasting and Live Events field guide PDF? I've applied on the epic website yesterday and still haven't received an email :V

halcyon kraken
#

Hey so apparently the add yaw input works in vr, but not add pitch. Any tips

gloomy berry
#

Need help in len calibration. For lens calibration, do you set the physical lens aperture to lower or higher f stop? Having issue with lens calibration for nearer focus distance as the checkerboard is too huge when bring close and too blur when place in a distance when aperture is set at f2.8.

primal mantle
#

Do you have sound when using NDisplay ? i can't get any sound 😦

primal mantle
#

I have enable sound on Master node host and i added -AudioMixer on command line, but i got no sound at all

primal mantle
#

ok, just got sound if is a package project 🙂

solemn nova
#

hello:) does anyone have experience in creating communication between an external application and the UE using a live link?

zenith cove
#

Since FreeD is a simple UDP message with a certain pattern, it should be easy to reverse engineer from that

abstract vapor
#

Hi everyone! Does anyone know why NDisplay Viewport frustum (the one you can see enabling Preview frustum checkbox) does not match the advanced tools debugged frustum (in Scene, Show>Advanced>Camera Frustums)? I'm using 5.1

river magnet
#

Hello all,

I'm trying to design a virtual production workflow for a live use using two cameras, a greenscren, UE & Composure.

One of the cameras has a livelink device (iPad Pro). The 2nd camera is on a tripod.

I am using Sony SDI cameras with a Blackmagic Design Decklink 8K card.

All configuration, materials and composure work, however I need to program the switch between the two views.

This is my Blackmagic Design Decklink 8K card configuration:

SDI 1: Sony Camera 1 input
SDI 2: Sony Camera 1 input
SDI 2: Powerpoint PC input
SDI 4: Composure SDI Output

What is the best method for switching views?

  • Using 2 00x0_comps, 2 media_plates and 2 cg_elements, 2 materials and switching outputs to SDI 4 output via Blueprint
  • Using 1 0010_comp, 2 media_plates and 1 cg_element, 2 materials and switching 0010_comp materials via Blueprint
  • Using 1 0010_comp, 2 media_plates and 1 cg_element, 1 material and modifying the material connections via Blueprint
  • Using two computers
  • any other ideas?

Thanks,

Alejandro.-

cloud salmon
zenith cove
#

As it renders the scene several times

#

I'd say your first option is the best, but is performance intensive. But it gives you the most flexibility down the line by each comp having its own pipline

versed loom
#

You can target specific GPUs for CUDA or OpenGL tasks in Unreal using the nVidia control panel but is there anything within Unreal that does the same thing? ie some console command or config setting?
I’m using a mixed dual GPU setup until I can afford to upgrade both GPUs and need to target the faster one with more vram.

glossy root
#

Hi! 🙂 I am working late night on a student project, wondering if anyone has any help! I need to export my cameras out of Unreal and into Nuke. Having absolutely no joy with it. Wondering if anyone has tried this workflow before. The Unreal / Nuke plugin is mad laggy so I was hoping to just pull the cam out of the scene to comp with layers. If you know a solution pls let me know, cause I am tearing my hair out and there aint that much of it in the first place 😄

halcyon hill
#

Anyone have any tips on I can match the position of my IRL static camera to an unreal camera?

So far I tried using FSPY and a post-processing overlay of a picture of my room to try and line things up.... not working so good.

swift quest
#

Has anyone been able to render a nDisplay using movie render queue in 5.1 with it also rendering inner frustum? I can render one or the other, but not the inner frustum ontop of the outer frustum

vapid bane
#

Hm havent tried that but maybe this helps? https://youtu.be/cR-nInhYRsw

Using the OWL Media Output it's really simple to output your Outer Frustum/ Viewports direct to disk during a remote session.

This Render target workflow is super malleable, so you can use it to send pre-vis or takes just about anywhere!

Watch the full playlist here: https://www.youtube.com/playlist?list=PLElT6SIg9JnDEpqo3pvutf2gM20h6qtMF

𝘽𝙊𝙒...

▶ Play video
#

And they have one for inner aswell @swift quest

#

They combine them in nuke/ae or smh

swift quest
#

@vapid bane Thank you! we will try this out.

#

ahhh, but this doesnt allow us to still achieve 3d parallax as the render for the inner frustum does not warp on the mesh, just renders a flat plate of the movement. Unfortunately that is the same issue i am currently having with being able to render them out separately but not together.

#

Maybe, if i give some more info might help. We are try to render out the entire nDisplay, Outer Frustum and Inner, to be able to have playback of how the nDisplay would look on the volume in real time with Parallax. Issue with rendering the inner frustum is that the prospective changes in real time to tracking data. We want this to carry through to our render, but i am unaware of a way to displace the render of the inner frustum to create that parallax... If that make sense.

snow ice
#

Has anyone else been getting an editor crash report after you close Unreal Engine from the Virtual Camera plugin? I'm using 5.1.1.

raw holly
#

Hey, does anyone know why I am getting this error? I am using the movie renderer plugin, I have increased the poolsize for memory up to 50000, I decreased the resolution to HD rather than 4k, my scene is quite full but I am using a Nividia RTX A4500, 16GB ram, and a AMD EPYC 753P 32 core processor so there shouldn't be an issue here, I don't know what I'm missing or why this is doing this. I'd really appreciate the help.

indigo sluice
#

50,000 MB > 20GB no? Do you have 50GB of VRAM?

signal lagoon
#

Yes, what @indigo sluice said @raw holly. You have 20 GB of VRAM, but you’re attempting to make it use 50GB (50000). Try reducing to something more reasonable and accounting for usage by other Windows elements. Maybe 16000 (16GB)

raw holly
raw holly
signal lagoon
#

Hmm. Then I would open the Task Manager, and go to the performance tab, select the GPU and watch to see if it’s memory is being maxed out like UE is saying.
@raw holly

viral summit
#

Hi!
Quick question.
Any advice when Livelink doesn't want to work in standalone?

#

Nvm, got it, it was firewall xD

raw holly
zenith cove
#

Generally 20GB is more than enough, but if you got lots of composure layers and compositions it can add up very very quickly

raw holly
#

Does anyone know why I'm getting this out of memory error, I am using the render movie plugin and trying to rending my 11 shot master sequence, I have worked all day on this and I can't render it now. I have tried deleting things in my scene and tried reducing texture resolutions manually but I am not sure, it's still coming up with this error which is so frustrating, please someone help? DM me if easier?

cloud salmon
formal pagoda
#

Hi guys, I'm a little lost in the woods here and could do with a bit of guidance. I currently do a lot of virtual events where I use VMix or OBS to stream to various platforms. However, I'm hoping to use UE5 to make a more interactive platform for these streams, however Im struggling to get UE5 to display streams, RTMP or HLS. I've had a big hunt through all sorts for days but can't seem to find a solution for getting Streams to display in UE5.

Is there a way I'm missing or am I approaching this backwards?

Any help would be greatly appreciated as I'm tearing my hair out here. Thanks!

cloud salmon
#

NDI has lots of functions that integrate in unreal, I have pulled all sorts of live media/playback media in unreal and then sent unreal live out of NDI to stream

formal pagoda
#

Interesting, so how does that work? I set NDI into unreal now but then when I package and send it off then it wont be able to read my NDI inputs, I guess this method uses pixel streaming? But I thought pixel streaming still packages and stores the package on a cloud server which would also not be able to access my NDI inputs. Or have I misunderstood?

#

Thank you for getting back to me BTW

#

Just to be clear, I I wanted people to be moving around within the environment I've created and interacting with their control whilst still viewing the content being streamed.

cloud salmon
formal pagoda
#

Not VR, just a third person 'game' essentially.

cloud salmon
#

so like a UI screen in game showing a stream?

formal pagoda
#

exactly, I've got the media players to play an MP4 stored online but I haven't got them to play an actual stream yet

cloud salmon
#

Okay i'm with you now, so what you want is to grab a stream off Twitch for example, and bring it into your game's HUD so you can play and watch stream

formal pagoda
#

exactly, I can package the game with the UI screen pointing to a stream destination, be it a twitch or youtube stream, whatever and then I just stream to that destination to show it on the screen

cloud salmon
#

okay, so where in the pipeline are you getting held up?

formal pagoda
#

I can't get a media player to display a stream, I can get them to play MP4s stored online but trying to connect one to a live stream has proven difficult so far.

#

for instance, I can start a live stream on youtube now but can't get that onto my UI screen

cloud salmon
#

ah, so I haven't used NDI for pulling someone else's stream before, I wouldn't know how to do that in a packaged "game".
It's possible to run from editor I guess, but not sure how to do directly from youtube or twitch, it would be easier to grab the raw stream from camera (whatever that may be) as an NDI source before it gets to youtube

formal pagoda
#

Yeh, but then it would have to be essentially prerecorded to be packaged within the game wouldn't it? Because once it's packaged and sent it wont be able to access the NDI inputs unless I'm only sending it to people on my local network right?

#

I send RTMPs to youtube which would be great if I could just send that direct to UE5 if I was running my own server but I don't see an option for that either.

cloud salmon
#

Yeah thats right, sounds like you have a more complicated quest than my skills can help with

formal pagoda
#

Ah, that's ok. Thank you though, I really appreciate the help and just talking through it helps

cloud salmon
#

there is a plugin on the marketplace for an in editor ui window for internet pages. but thats for watching tutorials while working in edit not for packaged game.
check marketplace though, there might be something like that

cloud salmon
formal pagoda
# cloud salmon the pleasure is mine 🙂 sorry I couldn't be any more help 😦

Not a problem at all. I've just come across this: https://nexplayersdk.com/unreal-player-sdk/
Which looks to be exactly what I'm after! lol. Looks like it's a paid product that doesn't tell you how much it costs though just a 'request a demo' I feel like this is about to get pricey lol.

NexPlayer for Unreal is a media player plugin for Unreal Engine supporting both live streams and video on demand (VOD) streams in HLS and DASH formats inside Unreal games and apps.

#

Looks like they're also only interested if you're a big established company for some reason.

cloud salmon
faint saffron
#

With impressive timing I was just coming here to ask if UE supported DASH as it could be useful for a project I'm working on- sadly though this can't use plugins as it's meant to be embedded in other tech so I guess I'm out of luck.

#

If anyone does have any suggestions though I'd be happy to hear them.

We have a multicamera setup with a single audio feed and need to be able to switch between camera while avoiding audio sync issues.

Each video stream will contain a lot of composited regions so already represents a significant amount of bandwidth, combining all of the camera into a single video feed and switching between them on the Material level would be too much video bandwidth and so is not workable here.

formal pagoda
#

As a follow up from last night as it might be helpful in some way to NVec, NexPlayer have asked for a laughably ridiculous amount of money for a media player plugin so that's out.

I'm looking now at changing my approach to the project and using local NDI inputs, running the 'game' server locally to access those inputs and having people join the server remotely.

faint saffron
# formal pagoda As a follow up from last night as it might be helpful in some way to NVec, NexPl...

Sadly it seems that companies often price themselves out things.

The stuff I'm working on here needs to be embedded in things like Fortnite anyway (with access to custom videos, which have been used in the past for some projects) so we don't have control over the client- no plugins. Wasn't sure DASH didn't exist in UE and was just terribly documented and hidden in searches behind people making videos about how to make characters dash about.

I have built custom AV sync using WebGL before though so shall see if I can get something working.

Thanks.

vapid bane
#

We did a Thing! Some new Work! The clip of the dutch Eurovision entry has been shot at https://readysetstudios.nl/, all of the background exept the white room and bedroom are in VP!
https://www.youtube.com/watch?v=UOf-oKDlO6A&ab_channel=EurovisionSongContest

Subscribe and 🔔 to Eurovision 👉 https://www.youtube.com/user/eurovision?sub_confirmation=1

Mia Nicolai & Dion Cooper will represent the Netherlands at the Eurovision Song Contest 2023 in Liverpool with their song Burning Daylight.

Duncan Laurence and Jordan Garfield are part of the creative team.

https://burningdaylight.lnk.to/listen

Mia N...

▶ Play video
true elbow
#

One question.. How could you connect remote control to a setup with Switchboard? It seems that just connecting to local ip of the machine at the specified port doesn't work

safe ridge
trim willow
#

Hello, I have problem with Video memory running out when Rendering ( With legacy option) even with low resolutions, and it sometimes also crashes when using Rendered Queue. So Here's my question. I have RTX 3060 12GB, but my CPU is Ryzen 5 2600, Could That error be caused by GPU not being able to fully utilize Cause of relatively weak cpu?

#

But even so I don't think it would say that I'm out of memory

#

My scene is Highly detailed but still i don't still i should be getting this issue

#

Here's the level

shell sedge
#

We can't record a **Spawnable **Actor with Take Recorder ?? .......

eternal vector
wooden haven
#

We just did a fresh clean install for a new rtx 4090 card and unreal keeps crashing as soon as the editor loads. Anyone have this experience and did you find a solution? Thnx

raw oak
#

Do you know if it is possible to save and restore the settings of a Remote Control Preset? I can set the parameters through the Remote Control Web Interface, but it would be ideal if I could save the settings.

rich vale
#

anyone using a quest 2 with 5.1.1 ?
I'm having issues getting into the VR Mode to do VR placement of my scene
#virtual-reality message

vapid bane
#

Did you set a camera cut track?

#

In the level sequencer?

#

In the top of the level sequencer

#

There is a camera cut track add your cam there and render again

frail sentinel
#

Anyone knows why,
my PUT http://localhost:30066/remote/preset/MyPreset/function/Test returns
"errorMessage": "Unable to resolve the preset field."

Even though GET http://localhost:30066/remote/preset/MyPreset returns ```
{
...
"DisplayName": "Test (MyRemoteFunctionLibrary)",
"ID": "EB77D2A04070C32F76AF15B4CEBB4636",
"UnderlyingFunction": {
"Name": "Test",
"Description": "",
"Arguments": []
},
...

inland pulsar
#

hey does anyone know how i can pretty much grab this video of this guy walking and put it into my scene?

snow ice
#

Has anyone had an issue where, when using nDisplay, a UI or HUD displays upon start up?

vapid bane
#

What does the hud or ui look like @snow ice ?

hushed mason
snow ice
patent echo
#

Hey, does anyone know why is it when I key my green screen, there is this leftover green colour at the corner of the screen? It seems to happen at random..

exotic cairn
#

Hello, everyone 🙂 I’m working on a virtual set that I’m going to use for Virtual Production. I’m changing some properties as color, lighting etc and I’d like to know if it’s possible to visualize this changes in real time while the nDisplay is launched on in my monitor or led volume. Does anyone know how could I achieve this?

vapid bane
#

If u launch through switchboard it launxhes a multi user session and then everything u do will be displayed on the wall

upbeat karma
#

Hey guys, I have this issue where when I try to render my sequence the render looks absolutely destroyed

#

Does anyone know what causes these dithered ghosting effects? I am at a complete loss, I have been dealing with this all day

#

I can't even tell if it's supposed to be motion blur, it shouldn't be because I want it disabled and as far as I know it is

vivid burrow
shy bridge
cloud salmon
#

I'll be near Melbourne in a couple weeks, It would be insane to see this stage in person!

glossy abyss
#

anyone knows if they changed something from 5.0 to 5.1 for dmx that would make it so the moving heads ain't rotating anymore