#virtual-production
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anyone done motion tracking with a kinect in unreal? if so what plug in have you used?
Is there any known issues using two GPUs with nDisplay in 5.1.1? We can only seem to get one to work.
are you using NVlink?
SLI turned on in nvidia?
console cmd on?
how how are you trying to utilize the mgpu feature?
I use 1 GPU per Frustum and freeze outer frustum for best results
We have 2 viewports to render (stereo rendering) with 2 GPUs (2 Quadro RTX + quadro sync 2). For that we have 2 instances of the game in our nDisplay setup (one for the left eye and one for the right eye).
We want to assign one GPU to one viewport. It is working, but our issue is performances. We also tried with only 1 instance with 2 viewports but we had similar/worse results.
We don't have NVlink. We tried with and without SLI turned on, with and without mosaic, and we are using -dc_gpu console command to assign the GPUs.
It looks like they are both working and are in sync, but while we have ~70 fps when simply launching the packaged game (double clic the .exe, so on 1 GPU), we drop to ~30 fps when we launch it via nDisplay while having 2 GPUs.
Nvidia sync policy is not working on the 2nd instance tho (the game crashes), even with the Nvidia config driver utility tool... Anyone knows more about Swap group and Swap barrier ?
So we have to use Ethernet sync policy.
If you have any idea, we would be delighted to test it 😁
This is veryyyy tricky to setup. Really reaaaaallly follow the documentation provided by epuc
https://docs.unrealengine.com/5.1/en-US/ndisplay-synchronization-with-nvidia-gpus-in-unreal-engine/ Follow these steps. when working with ndisplay Skip the mosaic
Adn i mean really follow the step... 😉
Thank you!
“sync_policy = 2” probably the easiest one to miss from what I’ve read
If you set it up correctly you dont need to fool around with wierd commands and such
Hey dose anyone have any guides on how to set up ndisplay for multiple monitors?
Hi, I used Ian Fursa video in youtube E1: nDisplay config/switchboard.
Hi, I am trying to play media plates with exr image sequences through network on a blackmagic cloud pod, but when playing back in sequencer the editor goes to 1-2fps Computer itself is not doing an workload and the network bandwidth is only 250MB/s on a 10gbps connection.
Does anyone have experience with that?
Playback is completely fine in other programs.
Hi there, I've enabled DMX fixtures template but don't see it in content browser, any solutions?
Hello, I just migrated my project from unreal 4.27 to 5.1. My Ndisplay settings were working fine on 4.27 but on 5.1, the last screen was squished and compressed.
My resolutions are 12288x2160. three viewports all under the same node.
I did some googling and it says ndisplay have a texture limit of 8192x8192.
Cant seem to find a solution online. Does anyone have a quick fix to this?
woah didnt know there was a virtual production thread in here
how can i implement a custom camera setup to project a perspective onto these walls and floor ?
do i need several cameras from the central viewpoint or something spherical ?
Using runway ML could i motion track the subject and some how put that data in UNREAL to make a 3D model move or does it have to be done with a motion tracking suit? best regards thank u
Plz guide me how can I convert blueprint like sliding door for VR
given arbitrary camera settings, how can i transform the view before it gets rasterized in the render target ? (in this case i need only the front wall)
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Got a question.. I was working with some planes with alpha textures in translucent mode and four videos on four media plates always set in translucent mode, but when assigning them translucency sort priority media plates always goes over all.. It seems that they resolved this translucency issues in 5.2 but I was wondering if there's a way to fix that in 5.1
Hey everyone.
I have a problem with composure. If I add a CG Layer the lighting breaks. It's not just too bright, but is also flickering etc. Any ideas on how to fix that?
hi, does anyone tried to render nDisplay viewport to a movie file with Movie Render Queue in UE 5.1? I've heard that UE 5.1 officially supports that, but I don't know how to do that. Can someone help me?
Can anyone help me pls 😢 I need it verybad
Hello,
Does anyone know how to control the order of the viewports in a window of a nDisplay cluster node ?
I have 3 viewports side by side in a node, set them up in the nDisplay config, but when launching the left and right viewports are swapped in the created window.
As shown in the image below, the viewports are numbered 4, 5 and 1, in that order in the nDisplay config, however they open in the 1, 5, 4 order in the node window.
If you want to move the viewports on the host, you can do that in the viewport details. But if the host displays are actually setup in that order (4-5-1), it's weird that nDisplay would not respect that (unless you're doing some output remapping I guess).
Yes I set their positions in the Region | Position parameter of each viewport to have them side by side (Position X are 0, 1920, 3840, respectively. But apart from that I am not doing any remapping.
It is working fine on other computers of the cluster but I can't get this one to work in a stable configuration.
I agree that it is very weird...
I tried swapping the display order in Windows, swapping the connected display on the graphics card and it seems I need to have the display connected in the same order as the nDisplay config to work. It was broken and creating black displays or wrong screen order when the connected displays, the display order in Windows AND the viewport definition order in the nDisplay config did not match. It worked for a while after I tried to set them all correctly but now it is broken again while nothing changed in the display order or connections on the graphic card. So it definitely seems that something in the Windows display or graphic drivers is changing how nDisplay creates the viewports but I can't figure out what.
Edit : I tried locally with the nDisplay Launch tool and the created window also have swapped around viewports so it does not seems to be a Windows or graphic driver issue but rather something coming from the nDisplay config or Unreal project. I tried swapping the viewports back in the nDisplay config but the order in the created nDisplay window does not change.
Hi there! I'm currently trying to set up Live Link XR in Unreal Engine 5 to work with my Valve Index + Index Knuckles + Vive Trackers if possible. Live Link doesn't seem to actually be getting any data from my hardware and I can't find any resources on it, any ideas?
We've had some issue on some nodes in our cluster where viewport were messed up (not inverted like you, more like an offset), and a colleague managed to fix it by ensuring that the main display actually had the 0 id on Windows. So it's not exactly your issue, we haven't investigated the cause of this (I'm pretty sure I have other nodes in the cluster where main display != 0, and they work fine), but it might give you some ideas.
does anyone have experience with the ocio display?
It seems that enabling the "Override viewports from .ndisplay" in the cluster configuration panel solves the issue. I didn't find anything about it in the documentation so I'm not sure what it does but my guess is that there is an underlying .ndisplay asset that is created when the config is created, but not updated when the viewports are changed maybe ? I don't know why but with it enable I see the effect of every modification I make to the config file properly on the cluster and locally.
Thanks for the answers 🙂
Does anyone know if newer headsets like the Quest Pro or Vive Elite XR are compatible with Unreal's Virtual Scouting tools?
Looking at documentation it only shows these headsets as compatible but there should be more, no?
Hello! I'm working with an Optitrack system streaming into an Unreal instance. I have a character, a ball & a staff. When I configured the ball and staff they we're basically placed forward and to the left and right of the player start. Then I brought in the skeleton of our (live) actor. When she grabs the staff it is about 2 feet to her right... and the ball is about two feet to her left. They seem to have origin 0,0,0 in Optitrack. Just wondering if anyone has any pointers on repositioning a static mesh actor when the mocap seems to be placing it incorrectly? Is there a setting in Unreal that will even effect the position once you've got a streaming link? Thanks!
So in the Optitrack Motive software they have origin 0,0,0?
Your character, ball and staff are all positioned at the same spot in UE right?
Hi all, I'm interested in learning more about virtual production. In particular the pipeline when working with contractors. Is there anyone available to answer a few question in DM? TIA!
I’m trying to use WebControls EnableExperimentalRoutes so that my app will send events to my web socket on property change but it’s crashing my editor when the property is changed. Anyone else having this issue?
Hi there! Please help. I use htc vive controllers with null driver for control hands my character by control rig (transform locate and rotate hands). The problem is I use in ANIMblueprint node "Get tracked device position and orientation", but it returns me position an orientation from Vive coordinate space. It's problem, because if I change position of my Base station, my blueprints position and orientation settings go to hell. How I can rotate Vive coordinate space, or maybe get relative position of controller by his firstly rotate? I can write by EventBeginPlay current rotation of controller and set it by 0. But I don't know how I can get relative location by this new rotation. Then I can connect this rotation to rotation of my character. It's my hurt for two weeks
Hi, my name is Tom I am looking for help on Green Screen Virtual Production workflows and tutorials? does anyone can help me out?
anyone here fluent with ndisplay/switchboard? I'm trying to run an ndisplay session using switchboard from my laptop - I'm getting an error in the listener about not finding the VPRoles.ini file -- is that error important?
I'm having touble getting unreal to start up on the remote machine and I'm just wondering if this is the issue (UE 5.1)
the ue5.1 docs are out of sync with what's actually in the settings, so I can't see where to even create that file
meh - it runs locally without that file, so that's probably a red herring
does switchboard/ndisplay support UNC paths, or does everything have to be on mapped drives?
sigh -- the vproles setting was moved from project settings (as it says in the docs) to the toolbar, so it's literally right there.
Hi everyone, I'm having a couple pixel streaming issues I was hoping someone may have experienced before and be able to help with.
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I have the player showing on localhost but when I run the server with my public IP as the IP, with port 8888 and 80 open I still can't see the player, it is connecting though but it's showing 'update required' this seems rather unhelpful as I'm not sure what it is that needs updating. I've done some googling and found that many others have had the same issue but can't find a resolution. Does anyone know how to fix this?
-
When I originally packaged my project the package file was missing the frontend files for the player, the: 'public' 'images' and 'scripts' folders weren't in the signallingWebServer folder, this happened upon packaging both my project and the pixel streaming demo. So I went to GitHub and downloaded them from there:
https://github.com/EpicGames/PixelStreamingInfrastructure/tree/UE5.1
I then transfered just those folders accross and now I can see the player on localhost (not public internet, see question 1). However when I click on the click to start the player does nothing, on the server it shows one new player logged in but the player stays exactly the same and when I go into information it says it's not connected even though it obviously is because the server registered another player.
My thought was that the player wasn't finding the package file so I've tried to repair the routing but can't find where that is. I did however discover and issue in the player.html file which I fixed but that hasn't fixed this issue.
If anyone is able to shed any light or help at all with either of these issues I'd greatly appreciate it.
Thank you
I'm considering building some environments which can be used as "driving plates" for car interiors... before I pursue this idea, are there a ton of assets like that already out there?
I'm imagining building a virtual camera array like you'd rig on a car to shoot plates, and then having a bunch of environments with roads through them that you can "drive" the rig through.
https://www.drivingplates.com/ I've heard this is used a lot
Driving Plates, high quality HD and 4k stock driving footage from the US and around the world. DrivingPlates.com LLC is the worlds leading source for high quality 360° driving plate production services and stock driving footage from around the globe for use in vfx, green screen, rear projection and
We from https://readysetstudios.nl/ have our own 360 car rig. https://readysetstudios.nl/virtual-production/360-plate-car-rig/ developed fron scratch and with a high end stabalization.
@mortal mist
Cool!
Sure, but these are plates which have been shot in the real world with real cameras, which I've done a lot of myself. I'm thinking about doing it entirely virtually.
I see! I wonder what the demands for that would be vs virtual. Upshot of footage is it’s a lot less hardware to run it, but virtual gets rid of seams better..
Yeah, with photographic plates there are limitations to how far you can push the repositioning and scaling either in post or on-set icvfx to match the perspective of the on-set camera placement and lens choice before it all starts to break down. If the plates were being generated from Unreal then (processing power aside) it's very easy to match perspective to the on-set cameras with a great degree of freedom.
Would Offworld Live's 360 degree camera play a role for that https://offworld.live/
A creator-focused engineering and research group democratising media content creation in Unreal Engine.
I'll take a look!
how to get camera view after lens calibration? Scene capture 2d component never apply distortion data. Any Solution plz🌹
and the other question is: does the camera view in UE 100% correct technically? So there is no need do any calibration for UE camera!?
Fixed: cg layer can apply distortion data
Hey, was wandering if anyone here aleardy tried to set iphone/iPad VCAM for tracking with UE Live Link VCAM and real camera on set and what are the best approach ?
Anyone know if nDisplay cluster events still work in 5.x? I only see docs for 4.27 usinf the old launcher
We are using 5.1 and it still works fine so far.
Dose anyone know what casues this when using Ndisplay. (System info Linux, nvidia 3090 ti (outdated drivers))
hey all! first time i've been overwhelmed by the ambiguity of terms in any industry really. I'd love some points to starting out on this.
I see that many people are referring to placing real life subjects into a virtual scene as "virtual production"
What if I want to do the opposite, but live? As in, I want to live track and superimpose an UE5 scene to a camera's feed, basically like AR, but for a live production.
What would I need to look up to learn more?
I understand everything i'm talking about is way more nuanced than what I make it out to be, live AR tracking is hell on earth as a subject already, but I see it done and I see that it is possible even if it's an internal solution, but I'd love to have some form of pointer to where and how I can get my feet wet.
Well, it's practically the same concept
https://www.youtube.com/live/-SVkMYOdzhw?feature=share&t=304
I remember seeing this at the Dota 2 International
This presentation will cover the entire process of implementing augmented reality into the international DOTA 2 tournament, including hardware choices, compo...
Where they "projected" the chosen heros on to the stage
The whole video actually seems pretty interesting too, think I'll watch it during my spare time
You could narrow your search to things like:
On Set Virtual Production
ICVFX (though this often means LED walls)
Or Green Screen Virtual Production
thanks friends! these two pointers were way more helpful than some of the rabbit holes Epic sent me on their marketing pages... x)
this was exactly what i was going for-- albeit for a game that is not competing directly. helps to look around wider!
Were you able to find a fix for this having the same problem
ok I just forgot to add the steam vr plugin
Hi. I'm trying to display some video files in a 3D scene such that the original pixel colour makes it to screen, avoiding any lighting and anti aliasing. I'm using TSR as lumen etc is lighting the 3D elements. I've used custom depth and a post process material to mask out the video frame and am getting the correct pixel color, and bypassing TSR (material is set to after tonemapper), however the basecolor pixels are still being jittered (for the TSR I presume). Is there a way to disable / bypass this jitter for this masked area?
Feels like there must be a way to get original pixels to screen
without resorting to FXAA!
vcam app, is horrible, at least in ios 16.4 as it stands, pixel streaming is just a nightmare
When working with multiple types of LiveLink sources, is there a way to get which type it is in Blueprint?
For example, differentiating a FreeD LiveLink from a Vive Tracker LiveLink
Ahh, there's something called a Role ok
Hey folks, I'm trying to use the Live Link VCAM app but am having an issue with the reposition control. It seems when I activate it, the app continues to detect my iPad's pitch, meaning that when I disable repositioning and unfreeze the camera, it teleports to a new pitch rather than staying where it was at when I froze it. Has anyone else come across this before?
is it animated inside UE is it cache import?
It's animated inside UE
Unreal is running the simulation
For clarification, it's a tablecloth and I followed this tutorial https://www.youtube.com/watch?v=5KiukNhq4S4
Hey guys, in today's video I'm going to be showing you how to set up cloth simulation in Unreal Engine 5. This works for simulating anything you want, from clothing to flags, this does it all. In this video I will also show you how to set up wind to be used in your flag simulation too.
#UE5 #UnrealEngine5 #UE5Tutorial
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I know what I'm asking is rather contradictio in terminis, but at the same time so is the whole concept of LiveLink in my opinion 😛
It runs on ndisplay!
But no sadly not.
Thanks! I should look into ndisplay, though for our use case it'll be onedisplay at the moment
would making the cloth simulation elsewhere, exporting an an .abc file, then importing into UE work?
I thought of that, but we're aiming to mess around with it in-performance
Hello, I'm using a VCam for my project and I'm trying to record the movement to a sequence file I already made but everytime I start the recording it makes a new one.
I'm looking for a tutorial that covers how to use sequencer once you have your "Composure setup" . This tutorial is great but It ends exactly before teaching how to use Composure in Sequencer. Thank you . https://www.youtube.com/watch?v=vSHu1GlPCqc
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Stagecraft Unreal UE4 Composure Virtual Production Tutorial - Studio Filmmaking 3D Digital Real Time Camera VFX
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I remember watching is and being jealous haha. This is very cool. I think they’re likely using a custom end-to-end solution to achieve this
Hey, does anyone know why im getting an issue when connecting VCAM to my pc? I type my computers IP in the VCAM app, and hit connect.. and get the error:
Couldn't Connect : The request timed out.
Ive followed the doc correctly, and all ips are correct in UDP Messaging
i attempt it in UnRemote too
nothing
I would have liked a more stable in camera footage... Though maybe latency is actually worse with a shaky cam
Hello,
I would like to use the Remote Control Web Interface to control and monitor variables of my project in a packaged build.
Controlling the variables from the web interface works fine, when I change the variable in the interface, it updates in the application. However it does not work in the other direction : if a variable is changed internally by the application, the change is not reflected in the web interface.
This works fine in the editor however, changes made in the editor are reflected in the web interface.
Would it be possible to modify the Remote Control plugin in order to have changes of variables made in the application reflected in the web interface ?
If so were would this have to be implemented ? Is it a limitation of the Remote Control API or a limitation of the Remote Control Web Interface ?
Is there a way to write a custom source for LiveLink virtual subjects?
I'm working with some hardware that I want to supply data to virtual livelink subjects but I can't find any information about the packet format
Making your own LiveLink?
I've always thought the LiveLinkFreeD plugin was a good place to start looking at if you want to create your own, as it's a simple standard protocol
https://github.com/EpicGames/UnrealEngine/tree/release/Engine/Plugins/VirtualProduction/LiveLinkFreeD
If you want to reverse engineer it.
I've never gotten further than just thinking about it though
Oh I found this documentation page https://docs.unrealengine.com/5.0/en-US/live-link-plugin-development-in-unreal-engine/
Thanks, though this seems a bit above my paygrade 😅
Funny though, several weeks ago I had a discussion with some production R&D folks about how focal length has different definitions and here it comes up again
I was more interested in mocap, not so much camera capture
I need to provide skeleton information, not camera information
Hi there, has anyone tried playing a video with Electra using easyblend projection policy in nDisplay?
My video plays fine in-editor or on simple projection policy, but with easyblend the media texture only has half the video display (it only has top-left triangle textured). I'm using the default material on MediaPlate and default Plane mesh
Also, when using WMF, the video plays fine in all projection policies, but it doesn't have synchronization support
I know MVN XSens has documentation on how their data is transmitted and packet is formatted, and there is a LiveLink plugin they provide that you could glance at
You could glean at that and see if that helps you forward
if anyone wonders, using mpcdi calibration files instead of easyblend seem to fix the problem
Hello, my fresh install of UE5.1.1 with the Virtual Production freshly created project crashes everytime i add a CG_Matte or CG_Element layer, anyone had that before?
Assertion failed: CurrentWorld [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Public\EngineUtils.h] [Line: 194]
@wooden flume hi, sorry for ping in different channel. it's getting a bit cluttered in #cpp and this is off-topic from C++ anyway.
I'm using the JSONLiveLink example that you've given me and I'm piping data to it over UDP with my own protocol. It seems like data is coming through the wire. I have a yellow dot though - does that indicate that data is moving too slowly over the pipe for it to process?
Furthermore, I imported the Manny mannequin into my project, went to the animation blueprint, and ticked on the preview controller. However I'm not getting any animation data showing up. I think this is because I need a remapper, but what I'm unsure about is whether or not there's animation data flowing. Is there a way to debug the remapper so I can see what's flowing into it?
Is there anything i should imporve in modeling or texturing here. Anything you would personally change about it?
Its a 1x1 escape room for my game that im making. Theme: Ancient Rome
Suggestions please!!!
Hi everyone, anyone knows if it's possible to use Vcam with IPAD to control Cine Camera in a cinematic sequence? When I use livelink, a sequence is created for the Vcam and I can only record what I see with the camera (it acts like a virtual camera shooting a scene). I just want to use the IPAD to animate a Cine Camera in a standard cinematic sequence. Any advice would be appreciated!
Hi Guys Can Any one let me know after Packaging my Twin motion Material is Missing How to Solve it ..
it really depends on the style you are going for man. I could say use megascans textures to make it more realistic but thats if you want a "realistic" game. I could suggest changing the lighting to look more natural (lanterns or candles for ancient rome) but again that depends if this scene has had lighting done yet.
looks like you just have a point light in the middle of the room
the architecture doesn't strike me as ancient rome, more something from Star Wars
The color by the subject is the status of receiving data.
Red = No data received
Yellow = Data received but nothing recently (I think the default is 2 seconds without data)
Green = Data received recently
You don't need a remapper if you're sending the data on the same skeleton. Live Link's animation stuff just does a name match, so if you send a bone called "spine01", it'll look for "spine01" in the skeleton and if it finds it it will set the local transform to whatever was in your frame data. On the Live Link panel if you click on the subject and then click the View Options drop down in the top right you can select Static Data or Frame Data which will let you see the latest data for that subject. The update rate in that debug panel will be quite slow for performance reasons
I actually figured out what the issue is. It was because I wasn't specifying a "scale" parameter, hence why it was getting confused.
I was able to get LiveLink going but I need to tweak the rotations and the remap asset. Thanks again!
A small issue is that the whole skeleton seems to be oriented on a different axis. Like the whole skeleton is sideways.
Is there an easy way of fixing this?
If you're using the format of the json I sent you it's just a dummy example and while simple it could be heavily optimized so definitely feel free to modify it to your usage
And you either have to ensure your data matches unreal's axis format when you stream in, do a conversion in the c++ when you receive your stream but before you send it to the client or there's some axis swizzling options you can do as a post process on the data but I'm not sure if those get applied to the whole skeleton or not
hi all, not sure if this the right channel. anybody ever successfully control a ue5 machine via a crappier machine (laptop) remotely?
not sure if something like vnc would pass data over fast/efficient enough.
Do you mean like pixel streaming with Teamviewer or Parsec?
All the time with parsec
hi guys thanks. yea i see there is an article directly mentioning this normally for educational purposes so i'll check it out. i'd just never previously dont any sort of remote casting/streaming outside work and never something gfx heavy
Parsec is pretty low CPU/GPU demand. You just need a stable and decently fast connection
Yea, isn't this stuff normally bandwidth limited if the first pc is pretty top tier
Hey yall, i think this is frustration taking over me, but I'm failing to get meshes to appear on a physical set using Aruco tags. Very rudimentary stuff.
It seems whenever I start searching for ways to do this in any version of Unreal, people are either using camera trackers for a virtual set and greenscreen subject, or using the ARCore plane tracking.
Is this just something that is logically impossible with the technology i'm asking it from?
To simplify, the workflow i'm imagining is:
1- A "live render PC" with a live camera connected to UE
2- UE5 checks for Aruco tags, and tracks it to place a mesh where the tag is.
3- nothing else! =)
I feel like in a state like this, minor camera movements with the tag in frame would (albeit roughly) track the object without any fancy 1700 euro sensors or a vive puck strapped on a production camera, but I genuinely do not understand how to get started with this. I've managed to get virtual studio setups and a modified AR template running to rougly match my wishes, but I feel like my goal could have been accomplished way easier.
I assume you've seen Greg Corsen on yt, if not I believe he'd be a safe bet to figure it out
This specifically
No tracker? No problem! You can line up camera shots fast with Aruco tags, get shots from many positions with just a few seconds to setup each one. A lot of content is shot just by cutting between static cameras, so you can do a lot with this. It's a great way to get started in Virtual Production on a budget.
00:00 Intro, alignment without tr...
Does anyone here have Maya?
I need a simple file conversion to FBX!
Please if you do DM me, it'll be fast and easy I promise 🙂
Hello there! I am a total newb to virtual production but I might have to work with it soon and create an own set up. I tried around a bit with greenscreen keying in unreal engine... and I think unreal too few options for that. I wonder if there is a way to get the live footage through a video editing software (like da vinci ressolve) to colorcorrect and chroma key there and then get the graded and chromakeyed output to unreal. So that keying and color adjustments are not needed to be done in unreal engine but can be done in before in another in-between-software. Is something like that possible?
video editing software use renders because their accurate methods are resource-intensive.
you might want to look for bettering your setup first before adding software overhead
is there any other way to color correct or chroma key more precisely? Because the built in unreal engine stuff makes it hard to get it look better than a saul goodman tv spot. Of course on set the greenscreen needs to be properly lit, and the subject in front of the camera needs to be lit according to the scene. But nontheless there need to be more things which you can do for final color correction or better keying.
I’ve seen a few plugins around that do green screening. Have to look around again as it’s not something I use personally
#VirtualProduction #OSC #Streamdeck #unrealengine5 #aximmetry #elgatostreamdeck
Ah nice :D. I will search. If you remember one tell me .
Does somebody have experience (or is it possible) to get lumix tether software input to unreal?
Or do I need to buy a camlink device
so, this may be a loaded question. but let's say i pull off the near impossible and finish a feature length movie with an ultra tiny staff. besides simply throwing it on youtube for subs like Dust films (love them), what is next step to try to monetize and get this out there without going into the politics and pain of dealing with traditional big ticket studios
send it in for awards
film festivals etc
But you probably you'd need to have a cinema version of the mpvie
in format
dpx or something
got it . ill cross that bridge lol
I love OSC, it Just Works
What app are you using on your phone?
Oh, there's a Stream Deck Mobile app, I didn't know
Yes StreamDeck Mobile. ✌🏼
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is it assumed that all assets/plugins you bought that ultimately go into a film or game are OK for commercial use? is that the expectation of the market? or do i gotta pay some cut down the road if i make X money later
Is there any software for virtual production live colorgrading?
Some software that plays inbetween the camlink and unreal engine
Yeah so my current problem right now is that my skeleton consists of a bunch of keypoints that doesn't actually map to the Unreal skeleton at all. What are my options here?
You'd need some sort of retargeting, either before it's sent to Unreal or within Unreal after your data arrives but retargeting is a very broad topic so you'd need to do some research to see which approach makes most sense for your use case.
Also please ask questions to the discord channel generally rather than messaging me directly. While I like helping people I do this as a purely voluntary thing when I have some spare time and not as any sort of official support so I often won't be around. You'll likely get a lot faster responses by asking your questions more broadly in the relevant channels.
Thanks
Sorry for bugging you. I'm just making pretty extensive use of your JSON livelink plugin so maybe you had dealt with these kinds of issues before.
anybody have an idea or tutorial on how i can throw in a video background AND also have unreal assets in the foreground? seems like the videos i'm finding are thinking I want to green screen
I just want to have some footage of airport traffic/stuff happening in background so i don't have to do all the models/animation of that stuff and just focus on one area of the airport in my scene. i can easily find some stock footage of the airport and it'll be night so i can get away with less detail
The XSens LiveLink plugin must feature some retargeting
not sure if the source is visible though..
Ah, the source is visible, so you can maybe get some pointers from there
Friends, can anyone assist me with the following?
How do I enable animation blueprint (live link) without pressing the Play button? I know it can be done somewhere in the world settings (i've done it before, but forgot how exactly). And after searching a dozen articles and forums - no one really knows the answer, so maybe someone here knows?
Typically you’d do the color grading in UE in this case. Post-process or using this:
https://docs.unrealengine.com/5.1/en-US/color-correct-regions-in-unreal-engine/
There's also open stage control, I prefer if heavily to other apps and things
Only thing is needing to open a server on pc to connect to
I should be able to use ProRes files inside a Virtual Production project, right? I'm attempting to use a ProRes file as a File Media Source in a Media Player and I'm encountering a failure to resolve byte stream error.
As an alternative you can color grade the LED walls through the processor (Brompton, Helios, etc.) using Pomfort Livegrade.
That's different than grading the content, of course; it's an overall correction for the wall itself.
hmm interesting
Is there an app or lightwight program that lets you try out sending OSC messages by the way? I know there's Protokol but that only receives messages
Otherwise I might have an idea for a weekend Python project
Update: these files I was given are not ProRes after all. They're .mov files, but they're encoded with the NotchLC codec.
So that's probably the issue.
Hi! Does anyone know why the Live Link app is loading forever / hanging whenever I try to connect and use it for virtual camera in UE?
Hello, I'm looking into transferring the VR Production Template lighting to my own game project, Is there any source on how to do that or at least change the settings needed to do it?
This a test example, when I move the top plate, it changes the darkness inside the box while on e.g. the vr template, it does nothing...
Dear Community Hi, I wonder what happens if I try opening a 4.27 Supported "ONLY" with 5.1.?
Frustrating issue: in a project I created a FileMediaSource asset pointed to a local .mp4 file, and then created a MediaPlayer asset along with a MediaPlayer_Video texture asset
This all worked just fine, having enabled the Electra plugin.
I then created a new project and followed the exact same steps with the exact same source video file, with Electra enabled, and this time the file fails to play.
Any ideas?
I've restarted Unreal and the whole machine.
Does anyone here have Maya?
I need a simple file conversion to FBX!
Please if you do DM me, it'll be fast and easy I promise 🙂
A 4.27 project, asset, file, code, what?
If it's a project, you can change the version by right clicking the uproject file
If it's an asset, nine out of ten times Unreal will be able detect it's an older file and update accordingly
Once you update though, you can't roll back
Thx :)
Sadly atm I have to Deal with greenscreen based vp. But thanks anyways :D
Hello~ I was synthesizing it with After Effects because I wanted to put someone with a green screen on a fake background, but in the tutorial, I use a plugin called Red Giant VFX Suite to synthesize it. Do people who usually do CG use that plugin? When I looked it up, the price was ridiculous, so I couldn't afford it as a student. So when I synthesized it naturally with my hands, it didn't work naturally and it was so hard. How do you usually naturally synthesize backgrounds and characters? Or is there a replacement plug-in similar to the Red Giant VFX Suite? Or is it possible to synthesize it naturally even inside Unreal?
how is it possible to include the ndisplayconfig in a preview renering made through a different camera ? atm the ndisplay projection is not passed through in renderings as it can be previewed in editor
this is how ndisplayconfig shows us as preview in the scene. can it be rendered from this angle by a different camera ?
Is there an alternative for the inbuild unreal engine mf chroma keyer?
It is unclean (see those weird stripe thingies), you can only pick one color and have very few adjustment parameters,all in all kinda s*cks compared to editing software abilities such as the chroma keyer from da vinci ressolve for example. There must be a better way for chroma keying
I think there are some plugins that offer a bette chroma key
Though that might have been platform specific like Aximmetry which is 💰
any suggestion why the ndisplayconfig object has become invisible to other cameras ? not sure what i did, before it was visible
hi, I'm trying to play a livestream with unreal 5.1 and the electra player via either rtsp or http/HLS but fail to do so as it gives me various errors with my streams or public adresses. The docs say it's supported. Mainly having issues with "Could not determine stream MIME type"
Where are you streaming to?
If it's a platform like YouTube or Twitch, it might be worth it to check out the Offworld Live plug-in with Spout to output from UE to OBS
hosting a media server that serves the rtsp or HLS streams and want to display those inside unreal. The docs explicitly state rtsp and HLS livestream support
tick the "Hide in game" box in details pannel
Yes it works in VLC
is there any problem using live link with iphone 8 + UE5.0?
@urban cloak it can be tricky. The interface changed slightly from 5.0 to 5.1 and 5.2
- make sure your livelink app is up-to-date
- try temporarily turning off your Private Firewall on windows to test if that's an issue connection
https://docs.unrealengine.com/5.1/en-US/live-link-in-unreal-engine/
hey I need help ,
I have zero knowledge of using unreal for virtual production i'm using UE4.27 how can I add two CG layer and then access the output in Custom widget I have e a CG layer and display this CG
layer's output in runtime in a custom UI
??
Is there a LiveLinkXR equivalent that uses OpenXR rather than SteamVR?
Hello everyone, I work for a little startup and we want doing a test for Virtual Production.
We have a vive tracker and 2 base station, I could track on Unreal and this track it's 6 dof or only 3 dof?
You got the Vive Mars?
We just got it in the office yesterday but I haven't had time to play with it
It'll be 6DOF regardless
At the time no but we had to do a test without it. Just Vive Tracker and Base station
You'll be able to mess around with just the Vive Tracker and Base Stations, with 6DOF
You'll need to adjust SteamVR to work headlessly
Calibrating might prove a challenge
Thank you, it's really helpful. I appreciate it
Another question just to discuss: I read that controller of Quest Pro are self tracked, in theory if I put Quest Pro controller on my camera I could track it with 6DOF. I try it with Quest 2 controller but it only rotate the camera
I bet
This tutorial will help with calibrating and matching it to your space
https://www.youtube.com/watch?v=J2pnk97zIDg
To do a virtual production shoot you need to align your virtual set and real studio so things on both of them will line up properly. Here's a method to instantly do this without a lot of tedious measuring and doing alignment by eye. You just put an aruco tag in your studio, put a matching one in the virtual set, two clicks and everything lines...
If you're using a RL camera
Hmmm, I don't think that's completely accurate
I don't know much about the Quest controllers, but it's possible they only track their rotation
And the headset tracks their position relative to the headset
yes, the result would certainly be poor
Vive will be coming out with a self tracking tracker later this year
Yeah I read it. I'm looking for it
??
Does anyone know how to bake livelink VCam ? It plays perfectly fine both in game and in editor but it's still on MovieRenderQueue 
I'm basically looking for "bake animation sequence" but for vcam
Hmmm I kind of made it work by copy pasting the raw live link values to the cam, but I'm loosing the secondary smoothing pass from vcam, if anyone knows please ping!
Did you try using take recorder? If you run it while in Play mode it will record your key frames in a level sequence. I'm not 100% sure if it'll get your smoothing, depends on your setup but worth a shot
I'm tracking a camera with Meta Quest 2 controller but I can do it only in 3 DOF.
I did something wrong and then not work in 6 DOF or it's the only possible way because there aren't base station that track position in space?
anyone else having problems with livelink ? Not connecting with phone
did you add a camera track sequence?
Looking at your Debug info, it seems that you're rendering VCamActor1_Record which has no keys
Are you doing that without the headset?
with headset but it stays active away from controller. Controller are not in its field of view
yeah with headset looking controller it 6DOF, it have sense!
my bad
Someone had never done camera calibration but without a Black magic card?
I'm trying to follow this quick start by Unreal Engine Documentation https://docs.unrealengine.com/5.1/en-US/camera-lens-calibration-quick-start-for-unreal-engine/ but in pre-requisite it says need a Blackmagic or AJA card.
For some test I would do it with a Elgato cam link, it could be possible?
quest 2 controllers are tracked visually via the HMD. without HMD, they likely only 3DOF using their simple internal sensors.
It'll work with an Elgato camlink as long as it appears on your system as a webcam
Oh hey that documentation got updated
With an explanation how corner points are defined! Man that tripped me up so many times
Yes, it makes sense
For some reason I did not get the notification... Yep it's a livelink VCam so the data come from the livelink track but I'm not sure how to bake it down to keys that's my blocker, only MovieRenderQueue doesn't pick it up, Pie/Simulate and even Editor work fine which is strange.
For metahumans you can bake the livelink track by right clicking on either body or face and bake an animation sequence, I can't find similar options for VCam but honestly the doc is very high level I couldn't find much "advanced" info, my last option will be to read it's code to understand why it's triggered everywhere besides MRQ
Hey all - I'm having an issue streaming my Logitech webcam into UE at 16:9 resolution. The Media texture defaults to 640x480 and I can change the size (format) but when the app plays it resets the stream back to 640x480. Any suggestions?
Has anyone played with the source code for the rivermax media source?
good night,
Need help, please tell me why Alembic loses part of its shape when setting up a Bidding Asset?
1 photo in viewport
2 photo on the model
Изображение
Изображение
G'day, has anyone got Quest 2 virtual scouting working in 5.1.1 or 5.2 lately?
On my machines at home it loads fine but the controller buttons don't register, so no director menu.
At work, it just insta-crashes lol.
Tried with default MetaXR plugin, MicrosoftXR Marketplace plugin, and MetaXR official plugin. Building Oculus' fork of 5.1.1 now.
PIE "works" but the teleport control only works in the demo level, not a blank one. Also it had none of the VRP menus.
(Also would rather use the live-edit workflow over pie... So the operator can use mouse+kB to drag our director around as needed)
I see my video on UE5. I create a Media Player and Media Texture to do the composure so I can mix Virtual and Real object.
But for the calibration when I create the Lens settings asset in its properties ask to specify a Media Source but I don't know how to create it because my Media player or Media texture can't be use
Yeah that's a gotcha there, there's a workaround for that hold on
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...
At that timestamp, the tutorial shows a way to set the input to a MediaTexture
Via the World Outliner rather than the Calibration tool
I eventually got a version to throw an error rather than just crashing / nothing - lo and behold - it's the same issue ppl have mentioned dozens of times above - r.postprocess.alpha=0
Excited to go home and see if that fixes the issue there also.
Hello, does anyone tried world partition with ndisplay on the 5.2 update?
Max output for a Blackmagic camera is 1080p, I'm assuming that I can't do lens calibration then since I would like to use 6k and that includes a crop factor amongst other things
? Wouldn't it output full res over SDI?
Hmm maybe their set-up has a bottleneck somewhere (e.g. HDMI grabber)
Though then again that would just downscale the full-res feed down to 1080p I think
Hmm, checking the BMPCC4K, the HDMI output is indeed 1080p
You might need to check whether that downscaling is from the full sensor size or from the cropped
When I change the zoom or the focus in my physical camera I need to do the calibration of the lens everytime?
Any ideas how i can fix this laggy screen
I didn’t record the screen because it’s disappeared
When I record it
Just name the problem 🥲🥲I really struggle to fix this issue
By the way the fps areound 50 frame
Fps around*
Hi everyone, has anyone experimented with packaging the native Vcam/live link functionality into a game build? For instance, using the Live Link VCAM app with an executable program to control the camera, aperature, etc? Right now the 5.2 build works flawlessly in editor. But packaging removes the VCam functionality. Any thoughts or suggestions? Much appreciated.
Timely 🙂 I was about to post the same question. Would love to get some input on this as well.
Hey there I was wondering if somebody here had experience with building a Cave setup? I tried to use the example scenes but got stuck while setting up nDisplay… somehow the network does not work.
Is there maybe a way to get around that and run it locally … also what are your experiences of running 8 4K screens on 2xA5000? Is local sufficient or would a proper nDisplay setup with and extra PCs be needed?
Cheers Paul
Would be nice to have a chat 👌
.
Suggest me vr headset to buy not in high range , i just want to see if i can create some games for that or not after that i think to buy oculus
someone know how to fix jittering of vive tracker 3.0?
and how can I match the color between camera and Cg Layer in composure?
I dont know why color are so different
How are you bringing in the Vive Tracker data
I've noticed that if you do it via LiveLink with the LiveLinkXR plugin, it has slightly smoother jitter compared to bringing it in as a motioncontroller
I've encountered that before but I've never found the solution for that. It might have been a colour space issue, PostProcessing not being applied... I never narrowed it down
had a quick questions for anyone that can help! I have a scene and and rain sequence and the water is already splashing on the ground but I want to add some puddles that have drop ripples in them to sell the vibes more and also wanted to have a foot step in a puddle at one point. What would be the best way to go about this?
Probably animated normal maps created in another software and imported as materials.
@paper kraken It’s a loaded couple of questions there. I would recommend some reading material to look up:
- nDisplay Whitepaper
- Virtual Production Field Guide Vol. 2
- VP Glossary
- https://docs.unrealengine.com/5.2/en-US/in-camera-vfx-best-practices-in-unreal-engine/
I see someone use the OpenColorIO to do a live color correction while other people who just do offline virtual production do the color correction in post production
Yeah, you could do that and in the end we opted to apply postprocessing to the incoming video feed but I was never able to find the root cause. It looked very different to what we were seeing on the camera screen. I never found what the root cause was, it could have been UE, the capture card or the camera's SDI feed settings
Just one of the joys of Virtual Production
Especially when you were dropped in as a 3D generalist and UE developer and have absolutely no experience with broadcast equipment
Having an issue with animating rotation. Here’s a video to show u what problem I’m having any help would be appreciated.
Why would the rotation capture it like that. Are u not suppose to animate the transform?
Ok, and you have no keyframes on your location?
Im trying to import a 16k hdri but unreal keeps crashing. I have an rtx3080ti with an updated driver, and I also tried increased my pagefile size and changing to direct x11. Anyone know anything else I can try?
I did I hit keyframes for the entire transform
Hey thanks… could manage to set it up so nDisplay is recognized at least … it also displays to the main screen but shows multiple screens on it …
An other solution showed it on 4 screens but only one could be active at a time. 😦 any idea how that could be fixed?
Cheers Paul
Need you guys have don’t know why this would be happening but if you saw my earlier video, I’ve been having trouble animating the door where it doesn’t get crazy and then now I brought in just a box or cube from the program and try to do the same animation and it’s giving me the same weird problem
you should probably be asking in the sequencer chat but my first thought is, do you have local or world transform selected?
If you have local transform selected it's going to do weird stuff when trying to set keyframes in world transform in sequencer
you should probably expand the transform dropdown, and delete all "Location" keys other than the one at 0
or delete it entirely if your object doesn't need to move
How do I know or where do I find world transform or local transform so I can see where I need to be?
top right of the editor viewport you have the different grey/blue buttons for locking rotation to specific degree's etc. the 5th button from the left is the world/local toggle
I've had weird issues with it set to local before, especially when it's a parented object.
You should also make sure you dont have any keys set under "Location" in sequencer - click the dropdown in the transform line
yeah thats local
Yeah, I definitely don’t. I kept deleting the transform and starting a new track.
it's finicky at times, I have huge issues animating my ships engine's for the mission to minerva challenge. they'd do weird things like yours was
But it even was happening when I brought in a basic cube
try it set to world transform
It does the same thing
Haha thank u for trying 🙏🏼
does anyone know how/where to access the dmx control console in ue 5.2? upgraded from 5.1 and can't seem to find it anywhere
never mind i just noticed it's its own separate beta plugin now that i need to activate
curious (for future situations) where i could have learned of this. the 5.2 release notes don't seem to mention this https://docs.unrealengine.com/5.2/en-US/unreal-engine-5.2-release-notes/ they do mention simplifying the control console but not that it has become its own plugin (that i can see)
how can I change the post process settings of the Vcam actor in ue5?
I changed it for the actor by making a child actor of the main blueprint and editing the camera settings there, but the record actor that automatically spawns in doesn't inherit any of the altered settings. Thanks!
highlighted one has settings, record does not
nevermind, I just realized I can use a post process volume instead.
problem solved!
hello lovely people 🫰 I am trying to set up hand tracking on my metahuman with valve index for livestreaming. Anybody here who can recommend a tutorial for this? It can also be a paid course
Hello, I'm rendering with movie render quine and I have a problem. Im rendering 24 FPS but then I import in Premiere pro, I always see 25 FPS. If I render 25,30,60 doesnt matter. Always seen 25 FPS. İts like droping. How can I fix that?
This is more Cinematics than Virtual Production, but regardless:
Is it exporting as an image sequence?
Im exporting exr, png, jpg. All of them same problem. I cant change FPS setting. Actually, I can see render setting FPS=24 but when I Upload in Premiere its 25 FPS.
Yep, so it’s because when you export an image sequence, and then import a sequence into an editor, it has no idea what the intended framerate was since its just a list of images.
So in premiere’s case, I believe you right click on the sequence you imported and select “interpret footage” and then manually select the framerate you want
It also is possible your premiere timeline/project is set to 25fps, hence why it’s defaulting to that
Question: Can I import camera tracking data from green screen footage to UE camera instead of using a VR tracker like vive tracker?
It wouldn’t be real time compositing but will it be able to achieve the same end result?
You should?... Not familiar with that process tbh
Particularily on how to exactly import your camera tracking data
I think, there is different problem. I changed but ıts look low FPS.
hi all - would appreciate a sanity check here, i need to work through @hollow spoke's latest post (in #virtual-reality) yet, so i apologize if i'm a little behind
but, we're struggling to get a vive tracker 3 connected to unreal 5.2 - importantly, we're not using a headset, just a tracker and base station
if anyone with experience could weigh in on whether this is feasible, as the information we've managed to gather seems to indicate that a headset may be [technically] necessary?
thank you, in the meanwhile, we'll follow-up on victor's latest
That won't work. While we do have support for the headless extension, it only works out-of-the-box when using the XR Creative Framework at Editor time
hi @hollow spoke - thank you for the above info. if you could please provide some additional details, it'd be most appreciated!
-
we really don't want to incorporate a VR headset into the system we're building, as we want to put all of our rendering capacity toward nDisplay, and not render extra VR views
-
how are people doing camera tracking using VIVE trackers for virtual production? i'm confused as i seem to see this all the time as i research various setups on youtube
-
it seems like i could buy the MARS system from HTC ($5k), except that it's overkill for our application. i only need to track 1 camera in a relatively contained space. i appreciate that MARS is a lot less expensive than an optitrack or disguise setup
MARS is here: https://mars.vive.com/basecamp
finally, we really want to move to the forthcoming VIVE inside-out tracker, where they say "Though the company says the device will support standalone Vive headsets, PC VR, and a fully self-contained mode for those wanting to use the trackers for non-VR uses such as object tracking." (https://www.roadtovr.com/htc-vive-tracker-standalone-inside-out-camera-tracking/)
i really appreciate the communities support as we work to figure this out. thanks again!
Hello, I'm trying to get a vive tracker on my physical camera to control the camera in a virtual production template. I've followed these directions below on using the MotionController, but nothing happens: https://dev.epicgames.com/community/learning/tutorials/LdR2/unreal-engine-how-to-use-vive-trackers-in-ue-5-2-and-later-versions
If I use LiveLink XR, I only see the HMD as an option ("/user/head"), no trackers. It does work to control the camera using the HMD, but I need a tracker to work.
Also tried an arbitrary role like "chest" and it doesn't do anything.
Again, using LiveLinkXR only works with the HMD, but I have to run -XRTrackingOnly command line.
Strange enough after a dozen or more tries, when I enabled the controllers, I could then see the tracker as well using Live Link, it works now. Couldn’t get the other plug-in method to work.
They use LiveLinkXR w. SteamVR (OpenVR, not OpenXR) which doesn't require a headset: https://docs.unrealengine.com/5.0/en-US/livelinkxr-in-unreal-engine/
We're working on full OpenXR support for both the Virtual Scouting plugin (built on top of the XR creative framework) and for LiveLinkXR, but in the meantime you have to use OpenVR
I just set this up last week with Vive Mars in 5.2
But in UE there's no significant difference between Vive Mars and just using a Tracker
(as far as LiveLinkXR is concerned)
I cannot get this plane/media texture to show up during renders. How do I render this?
During what kind of Render? Movie Render Queue?
Hey all, long time lurker, first time poster ...
Pretty sure someone **must **have run into this problem. I'm exporting USD from Maya Bifrost into Unreal Engine (5.11/5.2) and it doesn't appear to handle (face vertex) normals all that well. The default output from Maya/BF is as follows:
interpolation = "faceVarying"```
Which makes every normal soft as hell (first attachment).
Now if I go into the usda file and search and replace so that I end up with this:
```normal3f[] normals = [(-0.03360254, 0.9993708, 0.011349211)
interpolation = "faceVarying"```
Then my normals work beautifully (second attachment).
Anyone know of some documentation/Fixes/help/info/strange rituals I could use? Thanks in advance and sorry if this is in the wrong thread ....
Thank you, @hollow spoke - we'll give this a try this week!
does anyone know where to get cinema cameras for cheap? are there places that offload their surplus inventory somewhere?
How often do you swear at the naming of OpenVR and OpenXR 😂
I've tripped up on that more times than I'd like to admit
@hollow spoke Cannot seem to get this working again today. Again back to only showing the HMD: EDIT - picked up the controllers and moved them and now everything shows.
If I try to enable SteamVR with LiveLinkXR and OpenXR enabled, I get no data at all. I can not enable LiveLinkXR and disable OpenXR. How can you do this? The documentation for 5.2 you linked says this should work?
I have no problems just enabling LiveLinkXR and SteamVR in 5.2. OpenXR is not a required plugin. Do you have another plugin with OpenXR-plugin dependencies enabled?
No I disabled all openXR plugins, restarted, and enabled LiveLinkXR and it forces OpenXR. If I uncheck OpenXR it disables LiveLinkXR
Version: 5.2.0-25360045+++UE5+Release-5.2
When I uncheck OpenXR.
Sorry this even confuses us internally when we talk about it (to @zenith cove's point about OpenVR/OpenXR...) - LiveLinkXR in 5.2 is using OpenXR, with SteamVR as the runtime (not plugin). The editor should've thrown a prompt about OpenXR when I enabled LiveLinkXR but it didn't...
To use LiveLinkXR - Enable OpenXR, disable SteamVR, and use SteamVR as the runtime if you want to use Trackers without an HMD (as SteamVR is the only runtime that supports the headless extension)
Thanks for that, yes I have SteamVR set as runtime:
Hi, are there any tutorials on creating data driven broadcast graphics and animate using UMG with data tables etc?
In 5.2 is Camera Role depricated in favor of the FIZ file on the Virtual / Camera in LiveLinkXR?
Camera Role in the LiveLinkComponentController is always "None". Trying to follow Greg Corson's tutorial
Also having trouble aligning the Aruco still so assuming it is the calibration I'm doing
This tutorial starts from scratch and builds a project that replicates my "Neo's apartment from the Matrix" demo. I'm using Unreal Engine 5 and the new RETracker Bliss as my camera tracker. This setup will work with other camera trackers or no camera tracking at all if you want.
To buy RETracker Bliss visit https://www.retracker.co/
With Un...
There's also not a Lens File option on the LiveLinkComponentController in 5.2
Hi. I am trying to use Vive Tracker with 1 base station without HMD in unreal engine 5.2. I am trying to follow the docs with LiveLinkXR plugin from link above and I am able to see my base station and tracker in SteamVR, I can see movements of my tracker in monitor, imitating the HMD, so this part worked. But when I try to use LiveLinkXr in UE I don't have any devices in "Subject Name/Role" menu. In source menu it has status either "receiving" or "no data" depending on activated plugins, but there is nothing in the list of devices to choose from. I am curious if option of using trackers without HMD is still available, because I tried to find the solution in google and I noticed that many people had the same problem after several last updates in UE and steamVR, making old youtube videos with instructions useless.
As I understand, the way to use the tracker without HMD now is:
- Making it visible in steamVR, I did it.
- Activating OpenXR plugin, deactivating steamvr plugin, activating LiveLinkXR. Any other plugins like "OpenXRViveTracker" are necessary?
- I saw suggestions to use -XRTrackingOnly command, in my case it adds /user/head device in source, but I am not sure if it helps, because it adds this device source regardless of having connected any device to PC at all and UE camera control didn't react on movements of my tracker. Should I still use it?
Any help will be useful, thanks
The Lens calibrator looks good after calibrating and the Aruco lines up, but in the Compose preview it isn't. I have Apply Distortion turned on, which does move it closer. What I'm seeing is I have a 15mm lens, I set that in the FIZ and the calibrator evaluated to 15.386, so pretty close. The Camera Component though is set to 14.2, and if I change that to 15 it reverts. What is overriding the Focal Length on the Camera Component?
Anyone? I checked the source and it looks like it is set by the Lens component which is odd that it would be different.
I also purchased a Retracker Bliss that should arrive next week vs using the tracker for the camera. Can still use the trackers for other objects, light alignment, etc
Figured it out, there’s a Lens file option on the CG plate. Added that and also manually set the screen center to .5 in the Lens settings
can anyone help me with this? i have a rtx 4090 24gb vram, ryzen 7 and 64gb of ram, it only happens when rendering a animation in pathtracing, if i only do one frame in path tracing it works fine
Is anyone using DMX to replicate lighting in the real world from their UE scene? I've got a few Neewer and Aputure lights and trying to determine how this would work and if I need a physical console to connect them.
Looks like neither support DMX so will need to set them manually in the app unfortunately.
I am trying what I believe is a pretty simple thing. I have a live video texture on a plane and want it to show up in my project. It DOES show up when in editor. but when I PLAY the game the plane goes black. Its still black when I quit the game, if I go to the media player I see the video source has been unselected. I am just using a webcam for testing
any suggestions welcome
You may need to "enable UDP messaging by default" in your project settings
turns out I needed to save a playlist
none of the videos I have seen talk about that.
Hey guys, for those using switchboard with nDisplay, has anyone used different source control to perforce? I want to use git but it only says perforce:
you can select git through unreal we use perforce but dont set it through SWB
Hey Yall, ive been experimenting with running actor blueprints in a scene, and Id prefer for them to run on event begin play, however, im using the new VcamActor with my ipad and a vive tracker. I just wanted to know, is there any way I can make the vcam work in play mode?
When I try and run the Vcam in editor, everything is fine, except my blueprints dont activate, and when I hit play, my blueprints run, but my Vcam doesnt. Any suggestions or ideas?
Hey!
Anyone know if it is possible to render Composure in MovieRenderQue?
Nah, you'd have to use the sequencer render movie feature
hey @hollow spoke - so, just to recap, and in light of @night matrix 's question - the consensus answer is that a HTC HMD is needed presently in order to perform camera tracking with HTC's Vive Tracker 3?
we really don't want an HMD in the mix, but if that's what we need to get the ball rolling, i need to purchase one ...
... without the MARS system, of course. i also don't want that thing anywhere near our product.
No you don't need a HMD, you can use the trackers without one in 5.2 if you're using LiveLinkXR
OK, we'll revisit giving this a try. i really appreciate your help. thank you. @hollow spoke
If you're interested in really easy 3D camera tracking, we came out with a new iOS app called Jetset that is made for this.
Here's a link to the workflow: https://www.lightcraft.pro/tutorial/autoshot-08/making-shot-unreal
Having trouble mapping the focal length axis to the triggers of my iPhone gaming controller I’m using for VCAM. Have mapped the other inputs fine, can’t figure this one out. Anyone done this before?
Hey there, you'll have to adjust some settings on SteamVR to go headless. I used this guide https://www.reddit.com/r/Vive/comments/6uo053/how_to_use_steamvr_tracked_devices_without_a_hmd/
Hi! Thanks for that link. Do you currently use trackers without HMD and it still works?
Yep I've done it several times recently
Oh, great! And just to be sure you are using UE 5.2 with LivelinkXR method? I described my problem above and I am stuck after changing settings in steamvr config files. It still doesn't show my tracker in UE, although it is found and shown in steamvr
I think I still can install previous version of UE and try 5.1.1. In my opinion last updates broke something. Thanks for help!
Well, I can confirm livelinkxr works in UE 5.1.1 and doesn't work in 5.2. As I said something is broken in 5.2
Hi! Do any of you have any experience with Composure and Lumen? Im trying to set up a simple AR scene and are using Lumen in the project, but in the Composure output/CG elements-layer, Lumen are not doing its work. It seems to turn off GI and reflections completely. Do anyone know if there is a workaround or is this a Composure limitation?
Use the enhanced input plugin
this is very interesting, any thoughts @hollow spoke ?
I used it just last week in 5.2, must be project specific. I don't have anything else to contribute without more details.
that's an interesting idea in and of itself, that it could be project specific... we'll retry 5.2 in light of this. thank you again!
Have you tried to use it without HMD? Because this is specific problem here - UE 5.1.1 can recognize tracker without HMD and UE 5.2 just ignores it. I used the same combination of plugins, tried to change them in 5.2 and nothing worked, while 5.1.1 recognized my tracker immediately with livelinkXR + openxr, steamvr, OpenXRViveTracker plugins
We didn't have a plugin for Vive trackers in 5.1, but LiveLinkXR also doesn't need it
This documentation is still valid for LiveLinkXR: https://docs.unrealengine.com/5.2/en-US/livelinkxr-in-unreal-engine/ - nvm the docs have not been updated for 5.2
@night matrix You will need to start the engine using this command parameter for LiveLinkXR in 5.2.
.../UnrealEditor.exe -xrtrackingonly
You do not need SteamVR plugin. You do need OpenXR + OpenXRViveTracker
Am using enhaned input plugin but cannot get my triggers mapped to change focal length. My process was the following:
- Create input actions "ZoomIn" and "ZoomOut" both set to Axis1D
- Edited the input mapping context for the lens modifier, added my Zoomin and ZoomOut and assigned them to the left and right trigger axis' respectively
- Added input listeners - in the lens modifier blueprint I added the ZoomIn and ZoomOut events you see pictured
- Added the input mapping context
My button mapping works, I have A and B mapped to play sequence and go back to start. Works just fine. Apologies if i'm totally speaking gibberish
Thanks, I will try! I don't remember if I had OpenXRViveTracker plugin activated, but last time I tried -xrtrackingonly command in 5.2 I got /user/head source in livelinkxr which wasn't active at all. I will check OpenXRViveTracker plugin next time.
@hollow spoke Thanks! Well, I hope docs will be updated and/or this problem will be fixed in 5.2, because obviously it takes much more actions to use tracker without HMD in 5.2 without clear information how to do that. For now I will use 5.1.1, but I hope this problem will not migrate to further versions of UE.
I have been using LiveLink VRPN and it works fine without HMD in 5.2
Thanks! I will try it
Is there any reason something as simple as this won't work? Feel like this should be pretty basic idk why im having such a ahrd time with enhanced inputs rn
I got parachuted in to assist a VP production with ndisplay, multiuser and something with a listening server which I don't have experience with
For some reason the projects frequently crashes when saving a level and assets
Has anyone experienced this?
Looking for virtual production stages in Miami Florida
Purpose: Virtual Music concert recording
I know there’s a VU studios in Tampa Bay and Orlando. Not sure about Miami though
Hey, we're using Ultradynamicsky with added planets for a production. For some reason ndisplay shows a lot of banding with the planets while the preview is ok
First image is while in Editor, the right is while it's running
Ah if I view through the cinecam I also get the banding
There's a place in tampa called Vu you can try, super nice people
Is someone else struggeling to get vive trackers to work in 5.2?
I cant seem to get xropen to work with the vive trackers, it says its reciving from steamvr, but no tracker is visible under subjects
I have tried activating steamvr but for no good
Yeah I've read others having this issue. So you aren't alone. Wish I could be of more help. 🤷♂️
For those who work on Movie Render Queue, here is a rendering guide from @valid osprey for FREE. https://williamfaucher.gumroad.com/l/WilliamsUE5RenderGuide
Hey all, having trouble making basic videos longer than 5 seconds. I imagine I probably just don’t know what the right setting or thing to adjust. Any ideas?
hi, i have this error in install "remote control" progress (v5.1.1):
"LogRemoteControlWebInterface: Error: [Failure] Failed to Launch the Remote Control Web Interface - Failed To Install dependencies"
i think the problem is my unreal engine app not detect nodejs version
i already installed nodejs 16.15.0 with window installer and PATH but its still not working
can anyone solve this?
@night matrix @hollow spoke - now that we're up and running with the VIVE TRACKER 3 in unreal 5.1, we're noticing that it has a high-frequency jitter in the xform channel streams. seems like other trackers handle this, and it should be trivial to crush it with a simple filter, but i thought i'd ask if there's an established way to eliminate the noise before we start coding anything
... any advice most welcome!!
Hey im new to game dev i just wanted to ask that is Vr/Ar development better in unreal or unity ? im trying to decide which software to stick too but i cant get a definitive answer since there are alot of videos saying stick to unity and some videos saying unreal is superior but nothing related to Vr/Ar.
since lumen and nanite cant be used with vr atm
Trying to get a C300 input into Unreal via a AJA Kona 4 capture card. While AJA Controlroom shows a relatively similar image to the reference monitor, Unreal seems to be screwing up the color space, almost treating it like it was originally YUV and converting to YUV again. I've tried toggling the few color format/space options in Unreal related to the Media Capture Source to no benefit. Anyone have any lead towards the solution to getting this looking properly in Unreal (tried both 4.27 and 5.0.3)?
Hi! I looked for it but I think this is the channel to ask this.
I'm currently working at a studio and we just bought a Stype RedSpy, but it hasn't arrived yet.
I've looked in their website but they only have some presentation or intro pdfs, not a user guide
So if someone has a redspy user guide it would really help me. Also a MoSys would be helpful too.
Thanks!!
Anyone know why Unreal might be freezing after about 2 minutes of using the Live Link VCAM app on iPhone? Unreal completely freezes and requires force closing it. My wifi network is pretty light but maybe there's a setting in my router that could be changed or something else if it's a connection issue. Shouldn't be a hardware spec issue. I'm using UE 5.2.1
@vapid bane You guys use Stype don't you?
Try looking at the logs
@vapid bane hi 🙂 I really need this user guide since I'm alone in the company to do the AR works
I found this https://www.getop.com/post/stype-redspy-3-0-使用手冊
It switches to Chinese half way through though 😅
Hello, i got a question about filmback.
My FX6 does shoot in 4k or 4k DCI, but as i'm shooting i do struggle finding the right sensor effective size.
In theory its 35.7x18.8 but in reality it isnt right at all.
I struggle so much with this so if anyone has an idea...
Are there any way to avoid having the typical "VRRoot" component?
I'll read it and try with a translator, thanks! In the meantime I'll wait if someone else has it and I'll look for it on the web
@dawn fossil yea we have stype!
But bow that i think of it we only have a paper manual. And its that exact same chinglish manual there
💀
So manual wise it AINT GREAT 🤣
I'll checl it out then, and see if I can translate it
lmao are you real?
With the same random switch to Chinese at Step 7?
Hi everyone!
I'm trying make a packaged application that has to include a livelink plugin, but I keep getting the error at runtime that the required factory is not defined. I've changed the .uproject to include the plugin, as well as adding its folder path to the project advanced setting Packaging->Additional Assets Directory To Cook (following some forum thread suggesting this).
Nothing happens. I don't have a clue of what should be done to include the plugin code in the packaged application, and how to properly check if the packaged game has the required code . Can anyone clarify this? Thank you!
I'm trying to get a virtual subject blueprint to work with the lens profile since I don't yet have encoders. I've followed a few tutorials but can't seem to get it working with 5.2. Has something changed since 4.27 with the procedures to get this blueprint FIZ working?
Hey Booray, going through the same process. Did you ever figure out how to connect the Virtual Subject FIZ BluePrint? I'm guessing something changed in 5.2 that breaks the process shown in Greg Corson's tutorial? I created the Blueprint as shown in Greg's tutorial as well as the one from Epic, but Im not having any luck either, I also noticed there is a LiveLinkLens plugin not sure when that showed up and if that might have something to do with figuring out the solution.
Yeah it seems deprecated. I got it to work but I went with Retracker Bliss
Thanks to Greg’s selling
How does Retracker Bliss handle lens encoding? Does it come with encoders?
There’s an encoder coming out soon. Retracter FIZ. There’s a discord for retracter.
I have a FIZ on order
Anyone know why one of my projects stopped being able to open the media player from the deck link? It was working fine before and works in another basic project. The settings all match from what I can tell.
It is erroring saying no video input
Crop factor, lens selection
not yet... but it will come
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1147-xr
find out the exact sensor size of your FX6, set this in the sensor settings, and change the crop settings to 16:9 for 4k etc.
I have a camera I use on set with a 1 inch sensor, which is 13.2 x 8.8 which makes an ugly square view, but because that camera uses digital cropping to output in 4k I have to change the the crop settings to 16:9 and its perfect.
Hello friends, can you please help me because I didnt understand how Ndisplay works excatly. Is it possible to make a setup like this in Unreal engine with ndisplay(some kind of surround room)? Becaus as far as I understand ndisplay have only one camera. So is it possible to make a surround room? Or- all screens below show only one camera's field of view (110 for example)
Ndisplay is made exactly for those use cases. It can handle as many cameras as you want, even multiple viewpoints are supported.
Thanks a lot! I didnt know that
I have almost the exact setup, but on a curved wall with the projectors overlapping
all to 1 pc, its actually a pretty easy setup
It was actually calibration issue we still investigate (using bliss tracker)
Hey!
I already asked for something like this, but now I need a user guide for MoSys
I've already translated the chinese one from Stype
MoSys sent me a 45pages user guide but it's the same one as in the website and it doesn't have some useful things
Like the lens tweaking with the vp pro
I would need the startracker and vp pro plugin
Not sure if there are any mosys users here🤔
Hey guys, I would like to create a Virtual Keynote in Unreal Engine. For this I want to create a greenscreen recording of me in advance and I will also create an animation Video.
Afterwards I want to import both into Unreal Engine - my greenscreen recording (is it better to remove the greenscreen in advance in another program?) and the corresponding animation video, which I want to play on a big screen (behind me) in Unreal Engine.
Here is the question:
1 - Does it make sense that I implement the whole thing so in Unreal Engine, or would another program (such as Blender) be better suited for this?
Better to do the chroma keying outside of Unreal, the keying options inside of UE are pretty poor quality.
The whole thing can be rendered inside of Unreal just fine, if you don't care to go back and forth too much. The alternative is to render just the background plate from Unreal then use something like After Effects, Nuke, or Fusion to composite the two layers. You get finer control of the look this way and have better color grading tools at your disposal compared to Unreal
ZED 2i StereoLabs or htc vive(with no mars option) for camera tracking ..know I am testing in green screen studio in future which one will work better with led wall
Hey peoples, wondering if anyone has some thoughts on this. I'm using UE for VFX with live action plates. I have some pre-keyed footage that I've exported as 8bit PNGs rec709 with alpha.
I have loaded it into the NewMediaPlayer/Texture/Material and that all works correctly.
I'm now using that Material to go into the "ImagePlate" plugin that I've added to my cineCam. That way the plate is bound to the camera, like how you'd use a backplate in Maya/Blender.
PROBLEM: The image seems to be washed out and blown out much brighter. On the RIGHT you can see how the image should look - much darker. And UE is able to interpret it correctly in the new media player , along with the material. I tried linearEXRs as well and had the same issue.
whoops accidentally deleted the image
UE has always had trouble with colours. You might want to look into OCIO https://docs.unrealengine.com/5.2/en-US/color-management-with-opencolorio-in-unreal-engine/
sigh. It seems it would be beneficial to set up OCIO, having color conversion ability seems great. My brain is too fried at the moment to do it now lol.
Honestly, I don't think my brain is ever ready enough to handle color conversion/OCIO
Been a minute, any luck finding an answer @hasty magnet ? I still am unable to get it packaged. Nervous to try and build it from scratch. Long road to take.
I want to have multiple meshes in nDisplay set with the UVs theyve been imported with, but it doesn't seem like I can have overlapping viewports in the nDisplay config.
Is there anyway around this?
Hi There!
did anyone get a Rivermax source to work?
I got a licensed Mellanox ConnectX-5 and a working ST.2110 Environment with multiple sources and destination.
Whenever i create a Media Source inside of UE5.2.1 the Output log just says:
LogRivermax: Warning: Can't create Rivermax Input Stream. Library isn't initialized.
LogRivermaxMedia: Warning: Failed to initialize Rivermax input stream.
Any tips on how to achieve good glass reflections on a VP wall using lumen?
Hi my live link not connected to unreal 5.2 , it use to work on 4.27, i have iphone 12pro i reset the firewall setting, reinstall the iphone live link app, i did anything, can someone please help me ?
I am having the same problems. tcpdump shows the iphone delivering the UDP messages on port 11111 on the host that's running UE5.2 but the Live Link window in Unreal doesn't show any devices. Were you able to figure it out?
Unfortunately, the Live Link Face Importer plugin no longer understands the CSV data from the iPhone app - very frustrating.
ello, in movie render queue, anyone know what these are called? render tokens? e.g. {level_name}
I'm trying to find list of different ones available
So, silly, the importer is looking for a different string name: const FString BLENDSHAPECOUNT_COLUMN_NAME = TEXT("BlendShapeCount"); the app spells shape lowercase.
Finally, figure out my problem. A previous crash reporter was hanging and had held onto the socket. There also was an entry in the log file about not being to able to bind UDP on port 11111
Oh yeah, squatted UDP sockets are annoying and the bane of my existence
Is there any foolproof way to open one up again without restarting the system?
You need to find the process that holds onto it, e.g. netstat-anv | grep 11111 and then check the pid and kill it
You by any chance know the Windows equivalent?
oh netstat works
Thanks! I'll add that to my toolkit
Does anyone have issues with foreground element in composure using UE5.2? It won’t get an alpha mask and appears as a black bg with the foreground elements on top of it.
can you explain a little more by what you need?
thank you, heres a better list if anyone wants, copied from the MRQ render settings (bottom of the window)
sequence_name
job_name
frame_rate
date
time
year
month
day
version
job_author
frame_number
frame_number_shot
frame_number_rel
frame_number_shot_rel
camera_name
ts_count
ss_count
render_pass
project_dir
output_resolution
output_width
output_height```
I am using VIVE tracker without HMD in Unreal Engine 5.1 following Greg Corson videos and vive docs, and I have problems with movements tracking. My tracker is visible in steamvr and UE, I created lilvelinkcontroller for Vive and FIZ components and connected them to camera, but movements of my virtual camera in UE are not tracked correctly. In manuals virtual camera repeats the movement of real stationary camera when it rotates or tilt, in my case the entire virtual camera moves like somebody is holding it in hands and stepping around instead of just rotating. I don't understand what causes it. I either missed something in UE, although I followed instructions, or tracker doesn't work correctly in my case without HMD.
So that is the video from Greg I am following https://www.youtube.com/watch?v=ebuLqk85VTQ&t=1970s and in 32.51 timecode his virtual camera tilts when he tilts real camera, my virtual camera moving entirely. He uses retracker bliss, but steps of making it are the same.
I have UE 5.1 with steamvr, livelink plugins including livelink camera
This tutorial starts from scratch and builds a project that replicates my "Neo's apartment from the Matrix" demo. I'm using Unreal Engine 5 and the new RETracker Bliss as my camera tracker. This setup will work with other camera trackers or no camera tracking at all if you want.
To buy RETracker Bliss visit https://www.retracker.co/
With Un...
I want to have a multiple meshes UVd to be the nDisplay viewport layout, but since the viewports overlap only the top viewport shows up.
Unless I'm completely missing something
so what is the physical setup you are trying to output to?
3 LED walls or overlapping projectors etc? just trying to understand the setup
because there might be an easier way to do what you are trying, but i gotta figure out what you are trying to replicate in unreal first
Sure yeah I'll give context. So I have 5 LED Screens that I want to project to. I cant do that with one mesh, because it causes major distortion, so I've split it into 5 meshes. But if I split it into 5 meshes the viewports overlap eachother and I can only see the top viewport.
I could layout things out in nDisplay blueprint manually, but I'd rather not, since I want the layout as the UVs
I have plans to send the viewport over to another engine over spout to map it to a mesh with those UVs
just for look dev
I mean, as long as you have it mapped to those UV's, won't it still work if you have the layout manually in nDisplay as well?
From the nDisplay side of things, you kinda have to do the layout manually, I haven't used UV's like are before
Yeah I could just individually put the viewport layout in place, but it'll never 100% match the UVd version.
I’m guessing there is no way to export timecode with EXR sequences? Had to switch to ProRes but would prefer images
Saw someone did it in Maya using a short script. Not sure about unreal engine though. To point you in a direction, you would likely be looking at storing the timecode as metadata or header data in each frame
Apparently in After Effects you can write timecode (from the composition timeline) into exr files. So that could be an interesting workaround
Yeah that’s what I was looking for. Also checked to see if you could include it in the file name but it isn’t an option it seems.
This is all i found in my quick search
Interesting. It does say this “There is also the ability to embed timecode in exported media such as Apple ProRes, Avid DNxHR, and EXRs.” But I don’t see an option for it. I checked the EXRs and don’t see it in the metadata and DaVinci doesn’t pick it up. Wonder where it is…
Just found a post on the blackmagic forums about it, will test and provide the solution if it works
It works! Project Settings > General Options > Use Timecode: From the source clip frame count
I seem to not be getting valid timecode out of my Magewell SDI capture box. Is this normal? Does anyone know of an SDI-to-USB box that will not drop my tc?
Maybe a dumb question but when using the Lens component and a virtual FIZ, how to you set the aperture of the camera? It is locked in the camera settings.
Hi #virtual-production! Does anyone here know if it is possible to use Unreal's virtual camera actor and component in builds? I have only been able to use it in the editor so far but would like to be able to allow an iPhone to control my virtual camera in builds as well.
I am using UE 4.27 and Windows 10.
https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/VirtualCamera/VirtualCameraActorQuickStart/
can anyone show me how to make this in UE5 please
#microsoft #clipchamp #editing
In short: Actor Blueprint with 3d text and a timeline node.
hi there, is there anything specific that needs to be done to have OCIO in a packaged build?
currently added every asset/non-asset directory to cook that has the ocio assets/settings, but i still assert out on a run
!InShaderMapId.ShaderCodeAndConfigHash.IsEmpty()
Forgot to update the fix. It was the curves in the Lens file.
hey,
does anybody know if and how it is possible to take the pov of a camera actor, and send the data it creates (the frames) out a physical port?
What do you mean with physical port?
I like to use the OffWorldLive Live-Streaming Toolkit to quickly grab the a camera's frames https://offworld.live/products/unreal-engine-live-streaming-toolkit
A toolkit for live-streaming video, audio and alpha into and out of Unreal Engine
hdmi port for instance
or usb port
i want to send it to another pc that is interfacing with mine through a cable connecting the two
In that way, it'll be very difficult, if not, impossible
What you could do is use the OWL toolkit to broadcast your frames through the network with NDI
That has a bit of latency
with that toolkit i can snatch the frames that the cam generates?
why would i be able to use NDI but not use a port?
would it be possible to take the rendered frames and feed them within the same machine into a different application?
it looks like OWL mostly does the opposite, takes a physical cameras output and uses that in the engine
No, it does vice versa
HDMI isn't really designed for that? Like you can't connect two HDMI ports on two computers together and transmit video that way
Oh yes, andt hat's exactly what OWL can do wrt taking the rendered frame and feed them to the same mahcine
so its not an issue regarding getting the data and handling it, rather ure saying that hdmi is just not suited for this
but say i had a port that was able to transfer a rendered frame between computers, that would be possible to send it through right?
what about using an ethernet cable to pass the info between two pcs?
then you should just set up a network and transmit with NDI
The only ports that I can see this working would be with capture cards such as these https://www.blackmagicdesign.com/products/decklink
DeckLink are high performance capture cards for Mac, Windows and Linux with support for 12G-SDI and 8K.
One set to output, the other to input and an SDI cable to connect
well okay the important part is that OWL would allow me to manipulate where the data goes
also wouldnt that be possible through cpp? i bet you can access it somehow using that?
probably how OWL does it?
I dunno how OWL does it exactly
It basically takes the camera view and outputs it to a render target, which is built-in to UE
What OWL does is it adds functionality to output that render target image to NDI, Spout... etc which you then for example can view in OBS
As a bit of advice, just keep it simple
keeping stuff simple is always good yeah
does OWL cost anything?
oh damn yeah its also not cheap
I'm not sponsored or anything by them, but to be frank, in hte world of broadcasting it is a pretty affordable price... Though I do see they've split up some of their stuff to separate licenses :S
yeah and i saw each has diff features
which im not really sure what i need exactly quite yet
but i feel like this shouldnt be a hard task through cpp? get the camera object reference and snatch its attribute where it holds the frame(the one it would usually send into the viewport
the issue is that its using cpp and i have never touched it
Can some Check that link out, I have a problem with masking. The effect works when im using the "Translucent Cube in the Oitliner"
But when i try to use it in sequencer it dont do anything!
Do anyone know a work around?
It totally free for non commercial.use
Hi all, I am completely new to virtual production and I would like to learn more about the type of LED walls used for virtual production. Are they - apart from a very high pixel density - the same as regular LED matrix panels? Do LED walls automatically translate the dynamic range of an image to the brightness of the individuals LED's in the panel? If somebody could point me in the right direction, I would really appreciate it. Thank you!
Yep. Just RGB diodes (as of the time of writing this. New tech coming along quickly).
Panels are capable of different color spaces depending on the panel you buy. Most advertise around 94-100% DCI-P3 coverage. It’s up to you to make sure your pipeline shows that through all the way, though (configuring the LED processors and source input).
You might be interested in researching the following terms:
SMD vs IMD
Scan Rate
Refresh Rate
LED Processors (Novastar, Brompton, Megapixel, Colorlight)
LED Receiving cards
Hope that helps @cinder urchin
Thank you, James! I really appreciate the in-depth response.
I'm planning to experiment with virtual production by building a miniature LED matrix display myself. Do you think this would work?
Yes it could. But it’d be like soldering your own board when you generally would just buy one. In this industry you buy panels... in the hundreds of them often. Unilumin, Planar, generally those are the big players and there’s a bunch of other players who are under that umbrella.
Aota, Roe, infiLED, others. Shop around for prices
Also… you can just use a TV or projector at small scale. The principle remains the same at scale. Only change at large scale really is sync and networking for parallel computing power
how do they define commercial use?
like how do u know if u get any money out of using their tk?
and then charge you
I understand, thank you. However, isn't one of the big advantages of using LED panels (instead of a TV or a projector) also the HDR functionality? Or is this not the case? I would like to drive the light strength of the individual LED's with the dynamic range of an image or a scene.
For final image, HDR is great yes… but for learning stage, not so much. I know a few stages who don’t use HDR and no one cares (a dirty secret perhaps haha). Also TVs can have HDR too.
Unless you’re working in cinema, most people won’t ask, know, care, or sometimes even want HDR (if they’re more comfortable with SDR)
Of course this has been my experience… others may have experienced otherwise
Alright, thanks James. I appreciate it!
Dear Members, I just implemented the OSC (open sound control) to my level and assigned a Point light to controll various parameters.. It is working smooth as standalone. But as I try this with nDisplay Config it does not communicate. Does any of you know how to Integrate a OSC to an nDisplay Scenario. Best Regards.
Are you using multiple computers for nDisplay or just one?
One issue I think might be happening is that two applications on hte same might be trying to access OSC via the same port
In this case, it'd be Unreal Editor and the instance of nDisplay
I've got 5 render nodes and 1 conductor.
The need is I wish to enable OSC to Run In Editor without hitting Play. Cos in an nDisplay scenario the Level Never Plays.
As I run SwitchBoard and have the Level on my Led Volume up and running it is not detecting because OSC is seeking the Begin Play trigger to function.
And the event tick node isnt doing it?
Hmm, in my experience nDisplay does run in Play Mode
Hey I'm trying to set up a Remote Control project and wanted to know if it's possible to expose variables from UserWidgets (Anything from the HUD really)? For the moment I'm just trying to edit the content of a TextBox from my Remote Control Preset but I don't know how to expose the value of this TextBox :/
Hi, does anyone know how to fix the Optitrack Live Link Display actor can't be movable from origin in Unreal?
Hey can anyone help me with importing fbx camera data from nuke to UNREAL ENGINE?
It's been a while for me, but can't you child the Optitrack to another actor and move them that way?
Hello community! I created an FPP game in UE5, added VR project set to it. Also enabled OpenXR, SteamVR, Oculus plugins, connected my pc to quest 2 via Wire Link, i am still unable to see the VR Preview option. (Its greyed out) . Anyone knows why?
Hi everyone,
Would anyone be so kind to help me know why this looks washed out?
I chroma keyed it in Davinci Resolve, Exported it in EXR with Alpha and then imported it to Davinci Resolve with an IMG Media Source
Might wanna try a color space transform node. Maybe look up what colorspace the exr sequence is using vs your background
Oh ok will do research on that, thank you so much
Hi there @hollow spoke ... I saw your convo with @uncut folio and was hoping you could help. I am trying to update my UE 5.0 workflow to a UE5.1 workflow WITHOUT the SteamVR plugin.... using only LiveLink+OpenXR, but am running into an issue:
UE 5.1 + Vive Trackers/ Controllers
- My current runtime is
SteamVR SteamVRplugin is NOT installedOpenXRplugin is installed (all of them)LiveLinkandLiveLinkXRandLiveLinkCameraplugins are installed
when I attempt to add a LiveLink XR Source (track trackers + track controllers) I end up with a status of 'no data'
yet, it works in 5.0, which I still have installed on my machine
do you have any thoughts why its not picking up on the same ViveTracker system on the new UE version? I dont have both engines up at the same time... but I wonder if something is preventing it from broadcasting?
Thank you in advance!
I’m sure you have tried this, but make sure no Unreal processes are running, kill them in the taskmgr including the crash dumper
Then try opening the new version
doing that now!
bummer... no change!
my gear is connected, i recently upgraded STEAMVR to 1.26.7
creating a new project, just to see
it seemed like you performed things in a certain order - you installed openxr first, which then asked for livelinkxr?
so... for fun I enabled SteamVR plugin... and they show up!... do you know if 5.1.1 still relies on the SteamVR plugin? i didnt think that the case
The OpenXRViveTracker plugin only officially had a beta release in 5.2
I think Vive released a version of it for 5.1 but it didn't really work properly in my experience
Oh you're trying the LiveLinkXR approach?
Yeah I never got that working with an OpenXR workflow in 5.1
Ok that’s making me feel A LOT better. Wish I could move on to 5.2 but I’m forced to use 5.1 at the moment
The note in the documentation indicates that it only supports SteamVR, even in 5.2
Ok. So I’ll avoid using the openXR method for 5.1. Until I upgrade down the line. Thanks @zenith cove
I wonder who wrote the LiveLinkXR plugin and if there will be an LiveLinkOpenXR plugin coming soon
Yeah, this issue is also the reason why we haven't switched over to 5.2 either
Appreciate the help, and the time!
yea 5.1 is best for steam vr rn it seems, annoyingly LOL
https://youtu.be/N09ZociPveI made some good progress but can do better
Testing my calibration tracking progress for my #RetrackerBliss inside #Aximmetry I can get a much better track but a solid test.
#RealtimeGreenScreen #virtualproduction #unrealengine5
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I've got an issue with pixel streaming to LIVE LINK VCAM (with UE 5.2). In my main project, the connection starts, I get a first frame, but then no further frames. The translation data is returned from the device to Unreal, but I get no live view on the iPad.
However, with a blank project and vcam added, all works fine,
Nothing obvious in the logs either.
I got it partially working. Seems the VCam actor can't 'take over' my Viewport 1. If I create another viewport and target that, it works
Got it. Looks like at some point, I used the maximize / restore viewport, and had switched to one of the other 'views', then maximised this. I went back to the 2x2 viewport grid, picked the first one, maximized that... Now the VCam can take over the viewport and it streams to the iPad. 
Anyone experienced with the remote control plugin around here ?
How can I send back a header to the Remote Control Preset (or my future API interface) from the Unreal server (through C++ code or BP, I don't care yet) ?
Is there a simple way to copy a composure setup between levels?
Hey everyone, I've got an unusual and pressing problem occurring within my nDisplay config;
TLDR is my nDisplay camera is outputting squished and stretched when I change my cine cam's zoom.
I added an ICVFX camera and set that to a cine cam actor in-game, and then within my cluster node I set the projection policy to camera and selected the ICVFX cam component via the dropdown, didn't touch anything else, but now whenever I zoom in and out via the cine cam details panel (this is most obvious when I go super wide to something like 4mm) there's unusual distorted squashing and stretching. The cine cam by itself (when I pilot it or in the preview) is fine, but the nDisplay preview and output from nDisplay has this weird distortion- anyone have any idea about what might be happening? I've got to figure out a fix as soon as possible so any thoughts are handy!
Any ideas why my Frame is so high? Is it composure? I have the viewport pointed into nothingness and only rendering out the CG plate
Figured this out. I set up my composure in a base level then use the level manager to include sub-level
im having a problem with an exr sequence that ive imported. I already exported the sequence with alpha from davinci resolve but when i add it to unreal engine, when i simulate the level, the sequence or image plane just shows up as a black plane
it worked earlier today however when i opened the project again, that issue mentioned above occured
Hello
Is It possible to record VCAM movement WHILE I'm playing other level sequencer?
I want to record VCAM when I have prepared a scenery that demands me to follow the action
So far, when I press record on VCAM app, It records a separate file
I've been scratching my head on this UE rendering problem.
The renders from unreal engine aren’t matching with the previz we shot. The UE renders all turn out darker. The render also looks darker than on the unreal viewport or render preview. I'm planning to do the composite in davinci. I tried out Ocio transform and creating and rendering a new level + sequence but problem is still there.
Has anyone encountered a similar problem and knows what might be the cause? Any help would be really appreciated!
(More detailed info here: https://docs.google.com/document/d/16FA3Ny-j39hVIj0BwgI8xq2y58IfmfpX/edit?usp=sharing&ouid=111831826192676666738&rtpof=true&sd=true)
2 Problems: When rendering out the background in unreal engineI encounter two anomalies (namely differences compared to the previz footage. All of the shots turn out darker than the Previz background. For 4 out of the 5 days, there is a slight misalignment in the camera position and rotation....
Anyone ever have this issue? The background is jittery in the final Composure comp, but it is smooth in the background plate: https://www.youtube.com/watch?v=XZyL_VEDd4Q
Everything seems sync'ed up and green at 24FPS
To ask the obvious, is "Use Less CPU" disabled in Editor Settings?
Yes
It is only happening on the OWL CG element, doesn't happen on a regular CG element. Will be reviewing with the OWL team
Timelapse of RTGS setup with Aximmetry and Retracker Bliss
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#virtualproduction #RealtimeGreenScreen #aximmetry #unrealengine5
8k test
Extended time-lapse of my RTGS setup process with Aximmetry and Retracker Bliss
Keep me motivated: Like, Comment & Subscribe
#virtualproduction #RealtimeGreenScreen #aximmetry #unrealengine5
I am currently developing a game that aims to have cooperative crossplatform multiplayer between PCVR and quest (standalone). I want the PCVR version to have a higher fidelity experience (higher res textures, complex shaders, etc). Should i make each version of the game a separate project or should I keep it one project and work on configuring the graphics for each platform
@scenic zodiac That question is more suited for#virtual-reality
Nice, what floor are you using?
Hi everyone, anyone knows a good way ( Like Kalman Filter ) to filter jitters at livelink vive trackers ?
Manfrotto ( LL LB7965 ) Vinyl Floor Strip 1.37m x 4m Chroma Key Green
Nice, I was looking at that, seems reasonably priced. Had any problems keying with it? Is it pretty close to the lastolite frame green?
Works flawlessly! (excuse the pun?) The lastolite isn't as good a green as the floor
and one more question, how many sets of the flooring did you need for your setup?
Ok that depth tracking at the end is pretty crazy
Is that something Retracker Bliss does?
I have the same stuff. I bought 5 rolls for a 12x20’ area. Haven’t used the 5th one yet. My walls are painted with the Rosco paint and I used manfrotto chroma tape at the moment as a baseboard. Very easy to key.
Nice, that's a good reference photo thank you
I guess the Rosco is better than the lastolite too
I ended up ordering some mats to put down over the floor for when I don’t need it. I get a ton of bounced green light. Also have a curtain rod coming today for the left wall so I can hang that black curtain.
The one I demoed is the native Aximmetry one which is optical. Retracker has a better option with a machine vision camera which improves the Aximmetry tracking
And here I am bumping into objects all the time, maybe I should mount one onmy head
Looking for advance green key solution for unreal. any advice ?
BlackMagic Ultimatte.!
🙏
sorry for the ping. did you resolve this? I'm stuck with the same thing. all ive figured out is that the url should be http not rtsp and that some other content works, just not what im trying to do through a rtsp server so it might be a codec problem
I just found this Live Streaming Toolkit - uses OWL to do a bunch of stuff to and from Unreal engine - however, I just want a simple window/monitor capture system (and I don't think I should need to pay a recurring fee for it) is there some product on the marketplace that can do WINDOW capture (not just an entire monitor/desktop) - there is an abandoned window capture plugin but it crashes
there is a way to make that WindowCapture2D plugin to work on 5+ but it's still a bit janky and slow
I still managed to run almost a 6+ hour live stream with it
Not really, I ended up using webRTC with the web browser plugin in 5.2 for my use case.
oh. I couldn't get mine to load using the browser due to codec issues. I should probably
try that again then..
Anyone might know (or give me an idea) of how I can trigger the play button through remote control ?
Hmm, in my experience OWL is pretty robust if you're using it locally. And it does have a perpetual license option though you might not be eligible for that
I love mine.
Stream deck and remote control api
hello i tried using Vcam
but all i see in is outlines and not the actual level
when i try to record it comes out black
in sequencer there is the level ( with movement )
but in editor and on phone it looks like this
as soon as i add a Vcam actor, it turns into this
Hi!
What are good resources (vids, websites, etc) you guys used for getting into Virtual Production? I already know UE5, but I’d like to know what would I have to know to get into Virtual Production.
How are the screen and cameras connected and managed inside UE5? Stuff like that. I looked for tutorials, but none of them go in depth into Unreal Engine, most of them are intended for directors who might be interested in Virtual Production. But from an UE artist’s point of view, what should I do and know so that everything goes smoothly in production. Thank you, any help is very appreciated.
Edit: I just saw the pined message with resources 👌🏻,but if you have anything more, I’m happy with any help I can get. Thanks!
Read through the icvfx documentation of ue its explains it quite well
Tho the fine details are always difficult to explain. Icvfx (ledwall shooting mainly) requires a team of specialized people. All have their strengths its very much a group driven effort
Hardware, software all sorts of depaetments have to come together
And if you think u know unreal, then start learning again haha VP is a whole rabbithole of functions that work or dont. Haha
How can I do it through the Remote Control API, i searched in the docs but couldn't find it
I made a blueprint with the functions in it and I just drag it into the level and call the functions. It isn’t very straightforward but it works once you figure it out
Yeah I figured you did something like that but wich class and wich functions are you calling to trigger the play mode ? That was my question xD
That's part I was struggling to find in the doc :/
For the moment I do it through Python but I'd prefer through c++ or BP
The main problem is the access to the functions of the record button on the take recorder. I think I had to make them on the level blueprint then copy them to the custom BP
Thanks that exactly the kind of VP I want to know more about.
I thought so, that’s why I’ve been searching for tutorials or documentation, thanks!
Know that that specific type of VP is called ICVFX (In-Camera VFX) helped a lot! Thank you very much.
I am trying to use Vive trackers in UE with a null driver. The issue is that the centre of the play space seems to be one of the lighthouses. Does anyone know how/if it's possible to set the centre to the tracker during the standing set up in SteamVR?
Man, trying to render real time 4k even at high settings on a 4090 to get just 24FPS is a bigger problem than I expected.
Unfortunately I've never been able to find a method to do that, but hopefully someone can chime in with that
What kinda scene you're rendering? Any composure passes? Lots of these elements can add up quickly
Oh I just noticed the 4K 😅
I've tried multiple types of scenes, indoor, outdoor. Right now just to test I have the small city sample open, one composure pass using OWL, no compositing or anything happening
yeah I have 2 recording pipelines at the same time, one recording final composite and another that is recording the individual elements and camera movement for offline render/composite
I could turn down the resolution to 1080 during the capture and have that background as a quick and dirty "Real time" recording, then go back and render the camera out at 4k with path tracing and such for higher quality I guess
has anyone found a workaround to getting vive tracker working as a virtual camera in 5.2? I've done it in earlier versions and even see the proper dropdown for the live link connection in old projects but in 5.2 I can only get the tracker to 'receiving'
Unfortunately for the time being, the LiveLinkXR plugin only works with SteamVR, not OpenXR
I was watching Greg's video here and wondering if this is still the best way to do this? Any way to do it with Arucos and the camera instead of an HMD? https://www.youtube.com/watch?v=LL2-jxUk2_0
I recently made some changes in my Virtual Production project to create an easier-to-use garbage matte for the green screen. This tutorial shows how to set up that garbage matte. Without a garbage matte the entire view of your camera would have to be the green screen. With one, you can have a camera view that can pan or tilt partly or even co...
Basically a tracked garbage matte
Hello there... can someone guide me or point me on the right direction - Im trying to find info/tutorials, but with no luck, about how to connect a mavic pro controler to UE5 and use it as Vcam controler...
i wasn't able to find much online, but i have an issue where after enabling all the plugins for virtual camera work I still don't get the VCam Actor as an option in the virtual production section. the only thing showing up is the checkerboard.
I'm on 5.2 on Mac
Has anyone tried the MRQ while running ndisplay?
We want to record a bigger focal length to do set extension, but we want to record it at the same time as the ndisplay nodes run on the LED, but this causes issues.
The ndisplay nodes makes their windows much smaller (To preview size) and you can see the desktop around.
Why not record the cam with tge take recorder and then render afterwards?
Ive never had good experience with the take recorder, often the data is either wrong or it crashes the ndisplay when i try to record the config files position. We have gone to level snapshots with descriptions containing position data incase, but often we would just want to render it there and then so the customer can get it on a harddiske while on set
Does anyone know how it's possible that my Blackmagic media bundle is a minute in the future
The actual timecode being burned in is correct, it is only incorrect in Timed Date Monitor
If anyone is running a Mac can you please check if the media player object can see any input devices, I can see audio but no video. I even see my video devices in audio devices as available just not as video sources
I'm not sure if this is the right place to ask this here, but I'm wondering if anyone has any advice on how to merge levels from 5.2 projects into a 5.1.1 project so I can use motion tracking with a Vive?
I'm taking a virtual production & vfx class and we're working on a group project that we need to film next Tuesday. Motion tracking with a Vive works in 5.1.1 and not 5.2. Three Group members made individual projects in 5.2 all with the level being named the default "Main".
I have created a new 5.1.1 project a few times. The first time I tried migrating assets from a 5.2 project into the 5.1.1 using the right click menu in the 5.2 project. When I opened the 5.1.1 project, none of the uassets appeared and the "Main" level was corrupted I assume since it didn't load by default.
The second time, I just dragged everything from a 5.2 project into the 5.1.1 asset folder, I used "replace" on duplicate files and it also corrupted the "Main" level and nothing appeared in the content folder when I opened the 5.1.1 project.
I have tried right clicking the .uproject of a 5.2 project selecting "Switch Unreal Engine version" and selected 5.1. This did not work either.
Does anyone know of any way I can get these maps working in 5.1.1?
I'm seeing Uassets are not backwards compatible.
Has anyone gotten motion tracking with a Vive working for camera tracking in 5.2?
I have a RTX 3090 with 32GB memory and 6GB VRAM. The UE crashes still drove me today to get an account at iRender to use a RTX 4090, 256 GB memory and 24GB VRAM at $15/hr.
I'm relieved to have a way out of hell.
I should add that I only have to spin up the remote computer (5 min) when I have something to render out. (10 second shot in about 5 minutes). All my compositing and problem solving bullshit can be done locally. I'm really happy about this.
Anyway, this is my first experience with a render farm. Let me know if you have questions/comments. I also have a referral code you could use. 🙂
It's a gaming laptop. I bought it a couple months before I started using UE.
Yeah I wish I got a desktop, but at the time I thought I'd be doing a lot of travel for my job. Not knowing shit about GPUs, I thought a good gaming laptop would be all I'd need--and it's pretty good for what I do, web design. It's also decent for film editing. But for MRQ in Unreal? It's been a challenge. Unfortunately, I don't have $4K lying around for a good UE desktop, so I'm glad to get the render farm to work.
Hi anybody encounter problem with missing media source when doing lens calibration?
how come, need more detail
Oh that sounds cool
How do you get project data to the remote computer?
with dependencies and all
They have a desktop app that has a real simple set of networked drives. I just put my whole project into the X "upload" drive. Once I activated the remote computer, it came up as a regular Windows desktop within a window. The network drives were there under the file manager, and I just dragged my project onto the desktop.
I still had to install UE in the usual way. The MRQ outputs just had to be dragged into the Z "download" drive so I could get it later.
Sometimes the simplest way is the best
How long does the UE installation take?
The usual amount of time to download and install with the Epic launcher. 30 min?
Of course, that time isn't free.
Well within the remote window, you're using their Edge browser. I think it must be fiber on their end.
You can actually install whatever you want.
We got a 70mbps connection, so fibre would be like 10x faster
That speed is a tragedy.
tell me about it
Dish or DSL or something?
DSL
You poor thing.
Maybe Elon can shit out some more satellites.
Maybe Epic can install some kind of local caching/sharing thing like Steam
But yeah
Sounds like a cool service
And not too complicated
Yeah the other services have some intimidating UIs.
The last time I had to use a service like that was with 3ds max or maya, can't remember
But it was like upload a scene file and get corrupted renders back with missing textures or wrong shaders
Fox Render Farm is the other big one. I think most of them are geared toward Blender, Maya, and 3DS
Now that I think about it, the issue is probably licensing on their side
Like they probably couldn't just spin up an extra instance without paying extra dosh to Autodesk
While with UE or Blender that doesn't apply
I think iRender has some licenses you can use when you instantiate.
Heh, interesting, anyways I'm just blabbering nostalgically
This is a test right before my first project. Recorded in real time at 4k. Retracker Bliss for camera positioning and Retracker Fizz for Zoom/Focus control with Tilta Nucleus M. OWL Compositing Toolkit to render the background with full post processing.
Almost ready to begin filming for real!
Did anyone here get Rivermax I/O to work?
do you have the hardware?
Yes. I‘ve got a licensed Connect-X5, and a fully running ST2110 Setup with PTP Grandmaster and some In- and Output devices
Everytime i try to start an in or Output, the Output Log says something like: „Library not initialized“
I'm trying to output some SceneCapture2D actor's render targets to my BlackMagic card, but the key/fill isn't working how I think it should. They key is on the left, fill on the right. Fill looks like the correct colors, but key isn't greyscale like I'd expect it to be? What's going on? Apologies for the low quality image haha
I've tried going through all of the settings to see if I'm missing something, but even checking "Invert key output" on the MediaOutput doesn't seem to do anything? At least, nothing positive. The key stays the same and the fill gets dark like the key is now
These are my output settings
try pixelformat 10bit
Hi guys. I have a few blueprint scripts triggering in my sequencer. The issue I'm having is I need to find a way to trigger them a period of time before the render starts, so I can start the shot at the result of the script, rather than having to render the entire time frame of the script. Any help is much appreciated!
Is it possible to package up the remote control presets to use in a packaged build? I'm not sure if I can just run the web server and it would still work, the documentation just doesn't really go into it that much. I'm trying to optimize performance a bit by not having to run through the editor, but I may have to write my own websocket interface or something if the remote control presets don't work in packaged builds
Anyone know if there's a way to align Aruco markers in post rather than live?
Could you expand exactly how?
Like, what I'm imagining is you got footage with aruco markers?
Yes, exactly. And, I want to be able to align that footage automatically with the aruco marker in engine.
For alignment, you should be able to do the same steps as you would live. Only instead of a camera feed, you use a video file in the MediaPlayer asset
For camera movement solving. I don't think there's a (real time) solution for that in Unreal
You'll have to do that in something else such as Blender, export the movements into an FBX and import that into UE
For getting the video file (and any kind of imagery in general) into the LensCalibration tool, I like to refer this part in Greg Corson's video because it's not well documented: https://youtu.be/H5t2BwUGqkI?si=ZukhUXzltRRKKdHY&t=1061
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...
Thank you!
this only happens if I run at 29.97. 23.98 and 59.94 both work
Where can i find more info/videos about UE 5.3 nDisplay Multiplayer Actor Replication.
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/c/1189-ndisplay-multiplayer-actor-replication
Essentially, a CAVE system of say 4 nodes can join a multiplayer server as 4 clients, and in the future n-Nodes represented as 1 client in a multiplayer session?
If you want the cave system to represent 1 multiplayer pawn but it joins as 4 players how does that work?
First VP Test of some landscape. Not bad!
Triggering a physics simulation several seconds before render anyone? I have some shots that crashed out the GPU and I need to pick the shot up where it left off so I dont have to render everything again and I need to "presimulate". Any info on how would be amazing
I'll probably test their implementation in a few days
I had my own that worked okay-ish, and I think is fairly similar to theirs: Basically the main node acts as one client, while forwarding the replicated values to the nodes
Some kind of interlacing going on?
Are you using the remote control web interface? It should more or less work in a packaged build if you start the app with the -RCWebControlEnable -RCWebInterfaceEnable command line parameters.
maybe, but I don't see why, I have it set to progressive
Hi, I'm sure if this is the good channel for my question, tell me if I'm wrong.
I use Blackmagic Decklink Quad 2 to output RT to video projectors. I used the procedures here to setup the project for a build : https://docs.unrealengine.com/4.27/en-US/WorkingWithMedia/IntegratingMedia/ProVideoIO/BlackmagicQuickStart/
Once the build is started, it works as expected but I need to toggle the capture everytime I load a new level. Is there a way that the capture doesn't stop between the level? We don't have that limitation in the editor.
Exactly how do you toggle the capture? Any way you could script that in a Blueprint?
Would like to ask you guys a question on this sector of work with UE. As an ex-webdev who didn't like it, I got a mission on virtual production and I love it so far. How does it compare for a career to be a dev in this field to the career of a webdev. Hows the market ? Are there a lot of missions/jobs/projects ? Any advices/guides for someone who doesn't know anything technically speaking about virtual production.
Hey guys, has anyone had any problems with using BlackMagic in a 5.2 with it working OK in PIE and Development/Debug configurations, but outputting a clear color on a texture when packaging in Shipping/Test?
I think I've narrowed down to it being the problem with BM plugin/code in UE, ruling out RHIs, MediaProfile config etc.
Started to think that it COULD be cooking settings, but I've marked Media folder with Media bundles/profiles as the one that needed cooking as well...
No ideas at this point, so any idea is very appreciated 🙏
It might be very possible that there are some features and settings that are dependent on Development/Debug configuration
Do you know if there's any other plugin/code that does that? I could use those as a starting point to see what I should look for in BM plugin.
Not that I'm aware, it's just a hunch to be honest
That could be possible, but each time we start the capture, the screens turn to green for a small period of time and this can't be. So I decided to use start media capture in a persistent level and load the levels in streaming mode, so the media capture never stops between the levels.
Yeah that was going to be my suggested workaround too! Nice
Anyone else going to Unreal Fest?
no way!! can u record it?
hmm, i could look if i can later, i dont have an account set up to do that atm, I think it was a 5sec snip from one of ur streams saying: this could change everything... or something like thAT
the rest was all in dutch
Which broadcaster?
channel rtl4 and show was editionNL ep 260
editie nl
https://www.rtlnieuws.nl/video/uitzendingen/video/5408022/aflevering-260
At 3:06, I was able to watch it from Belgium without an account
ow, i need a videoland account
it was him right?
lol yea, no context 😛
@odd bramble well there u go, ur famous in the Netherlands 🙂
heck yea thank you all
np, was pretty sure it was you, was just half watchin it.. just thought id let you know 🙂
yea thanks man i guess it helps to upload first on everything
Has anyone dealt with FlipMode Monitor not starting when trying to launch an nDisplay from Switchboard? Getting this log in switchboard listener
LogWindows: Warning: CreateProc failed: The requested operation requires elevation. (0x000002e4)
LogWindows: Warning: URL: ../../../Engine/Binaries/ThirdParty/PresentMon/Win64/PresentMon-1.8.0-x64.exe -session_name session_36700 -output_stdout -dont_restart_as_admin -terminate_on_proc_exit -stop_existing_session -process_id 36700
LogSwitchboard: Error: Could not start FlipMode monitor ../../../Engine/Binaries/ThirdParty/PresentMon/Win64/PresentMon-1.8.0-x64.exe
I've tried adjusting admin settings and allowing apps running from anywhere like some forum posts have suggested. The only thing that worked was adjusting the UAC settings in windows but it doesn't seem to be working now.
I encountered that a few weeks ago, now I just run the listener as admin and it works fine.
Yeah I've tried that as well, didn't seem to affect anything. I was just able to launch my scene and I think my issue was I put the port number in multiuser editing settings in the wrong spot. I still get the flipMode Monitor error, but at least my scene launches now.
Thanks for the response
Oh yeah it can totally run with the error. I actually discovered the issue recently by accident, before that our clusters were running with that error popping every second without me ever paying attention to it. I just fixed it because I was worried about performance, otherwise you can treat it like a warning 🙃
Good to know, in that case I'll treat it like a check engine light on an old BMW
Did anyone else having issue connecting multi user with switchboard on 5.3 ? Using it with NDisplay
Recently switched to UE5.2, I'm currently having issues with switchboard saying: Could not start program. Could not start program D:\UE5.2.1\UE_5.2\Engine\Binaries\Win64\UnrealEditor.exe
Hey guys. I am sending over a project that will be used for virtual production. But when they open it on the led wall, there is a lot of light flickering. But it works fine on my computer. Is there something specific with the virtual production workflow that could be causing such problems? Thanks.
Sounds like a fair bit of optimiztion needs to happen. Without testing a build on a volume before hand you really wouldnt know how materials, lighting and assets will be on a wall/volume. There are quite a bit of variables that can cause flickering.
Hi there. What is the best green screen keying solution in UE?I‘m using Unreal to composite realtime green screen video stream with CG scene.
if your are sticking to UE based via Compusre for keying ,if hardware BMD Ultimatte.
Hey, has anyone managed to get frame sequential stereo to work with dx12? nDisplay just seems to output a single mono image. Works okay in dx11.
Do you mean Composure is the right solution right?Is there any other solutions for realtime keying outside UE?
Yes there are other ways to do the key. It depends on the process of what and how you are setting it up Compusre lkely the easiest if you are going to stay fully UE. Axiemetry is another software keyer. The best keyer still would be hardware based like an Ultimatte.
Thanks. Can Ultimatte do real-time keying job and send result to UE?
And my UE project is running on server.
yes it can and have used it this way on many projects. Youd have to configure it per your own set up .
does TimedDataMonitor apply correction / align frames to the engine's timecode provider if frames are within the 8-32 frame buffer, even if the time correction is set to 0?
is it normal to have to set up a Media Profile in order to change certain things? for example, if using the System Timecode Provider and I change the FPS in the regular settings it is ignored - but if I set up a Media Profile there's an option to "override engine settings" which actually works.
Hey guys! Is it possible to use exponential height fog together with composure compositing? I'm using UE5.2 but can't get it to work.
Is it possible to receive OSC signals from both localhost (from VCV) and a set IPnumber (from TouchOSC)?
Right now I have the OSC server blueprint receiving only on localhost at port 7000
Hey everyone! I am trying to create a virtual house interior and set up prints and products inside of it, so that I can take photos for them to be used as promo materials. The picture attached to this is what I'm trying to achieve, basically a house interior that I can create and swap the pictures of or change the furniture or decorations whenever my project calls for something different. I have already looked at some tutorials on creating a house and I have preset maps (blueprints?) with nice house interiors -- my main questions lie in how I can create a player-controlled camera (like Photo Mode from Forza/Cyberpunk/etc) and what I need to do to make picture frames/control parameters like matte vs. glossy, what kind of lamination is on a print, etc
Composure by itself doesn’t handle post processing. You need to use something like Offworld Live.
Correct me if I'm wrong, but that OSCServer blueprint should listen to any where
I'm just thinking about the behaviour with the port though, I'm not sure if you can listen to two sources simultaneously on hte same port
Protokol is a nice little utility that can help with troubleshooting
Is there a way to do virtual scouting whilest making edits on the same PC? No multiuser
Ideally I'm hoping to have my director in a headset and if they request changes I'd like to be able to quickly implement them on the same PC
I know how to do this with a multiuser setup, but a guy I worked with on my last job was mentioning they'd set it up in a way that allowed them to do it all on the same PC
Hi everyone About Mediaplane plugin i overide the original material and because of that i cant see the video Can someone please send me the original material of this ?
Should work, no? If I could filter out the touchOSC messages by IP number or the channel name that'll differentiate between OSC signals sent localhost from VCV Rack and those sent from a different IP number from a phone running touchOSC on the wifi network
Right now I have the IP number set to 127.0.0.1 and if I have it that way it can't receive signals from outside localhost
Yeah true, I was mixing it up with broadcasting out from the same port or another app trying to use that port too
Ah
Guess I can test in VCV this weekend. More visual/audio immediacy in results. I can then translate the results to unreal blueprint
Running it on a single machine you run into issues of running a Scout session while trying to record the session via Take Recorder etc. Scout sessions work better when you can offload tasks to multi-user even if its two machines.
Is Unreal ever going to get proper GDTF support?
the import GDTF has been broken for years now
it only imports the XML, which is almost useless
Should be possible no? Touch OSC would be running on the same network as the unreal machine is
I find the absolute lack of VP content in the new Unreal roadmap... disturbing. I hope they didn't fire everyone on those teams.
At the Hilton in NO if anyone else is around
Has there been any statement from Epic on the layoff? Some key staff I know whose work has been integral for me for the engine were let go...
Sure, here: https://www.epicgames.com/site/en-US/news/layoffs-at-epic. But it's unclear what teams were impacted, I've heard the whole Online Learning got fired but I'm not sure.
Thank you!
Hi all, I've been reading a bit about the per bone attributes that can come into unreal. Specifcally the docs point to some default settings for timecode values on the root bone and how the custom attrib set up is done in maya. I've been trying similar stuff in Houdini but with no luck yet. Has anyone in here had luck getting custom attribs in to UE on a per bone via Houdini? I've posted in the SideFX forums but thought I'd check here as well (not sure if better to post here or in an anim channel). If you have any info, let me know. thanks!
Anyone knows how I can simulate a live video input with Blackmagic Media Express (or several) ? I just want to have a video looping to see it my scene but I didn't find that in the UE documentation (maybe I missed it)? Anyone can guide me to a resource showing how? I'm a beginner in virtual production
Hi all, I been working on the new Unreal update 5.3. For the Vcam look at , is there any way to add rotation and or location offset to the blueprint? I tried few methods and combine rotation node was only one which had at least some result to it. But still, the rotation is off by a margin. The main problem I'm facing is that the camera is angled to the lower body when the character is up close. It could also be the pivot point of the character. Would like to know any inputs on this.
Use tge imgmedia source?
Media plate actor
You can just drag and drop a img media source and it will play
I think there was a utility from Blackmagic to simulate an input from the capture card, which is useful to see if the pipeline is working
Or nevermind, I think I used to test if we were getting input from the camera to hte capture card
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Hi friends does anyone have experience with playing videos/media player via blueprints and nDisplay? for some reason all of my videos play in editor perfectly, and even play on my ndisplay asset in editor, but display as white/nothing is there on the actual led wall 😦. futher info: 1 main controller pc and 2 other nodes connected via switchboard. I'm using ue5.1. let me know if any more info can help
Is there even any more information on this aside the fact they're looking into it?
Hi all! If I have an object like a chest, what is the correct way to setup the open and closed state of the chest for VP?
Need a way to easily open and close instances of the chest in the editor.
anyone a generalist in the midwest, have a pretty portfolio and want to get into virtual production/ full unreal production with motion capture, etc? If I can put together the team, I can likely get funding for a production studio. Cheers!
Hello everyone! I am doing virtual production with a metahuman. And I encountered an issue I hope you guys can guide me through since I am not an expert with Unreal. I want to be able to switch the head of my metahuman with an event(on overlap). So far I created another face using mesh morpher. But I realized that the deformation takes place in the animation blue print. Is it possible to bake that to the skeletal mesh? Cuz I can't use 2 animation blueprints since each time I try there is an error inside the metahuman arkit function that states that the animation BP is not valid. I am using an overlap event inside the metahuman to set the skeletal mesh or the animation blue print. But we'll since the transformation is not in the skeletal mesh I can't use that method because it always returns the same basic mesh and l can use only one face_animBP so that doesn't work either. The other way I could achieve it is blending directly inside the animation graph between the morphed head and the regular head for it to work properly. Here is where my knowledge hits the wall. Since I need a way to bring the event information inside the animation graph of the face_anim BP. But the animation graph doesn't support events in that context. So I wonder if someone can point me in the right direction about how to get a variable that feeds on the data generated by an event. The metahuman is not a playable character I have it inside the scene just as an default metahuman actor class that receives the mocap data . So is not a character BP. I wonder if anyone would know how to tackle this issue or find a better way to solve it. May there is a way to bake the deformed head as a skeletal mesh. Or bringing event data inside an animation BP . Cheers!
Sounds like a job for Varient Manager
Has anyone tried to use LiveLink in 5.3? I cannot get anything to connect to the editor. Even bought a new router because one of the reasons was not being able to communicate amongst devices on the same internet connection. Changed that setting and still nothing will pop up in my live link editor window.
I had faced the same issue while working on 5.3.
If its not connecting try adding static endpoint in the UDP messaging. Also try changing Pixel streaming to Remote in the live link app. If its still not connecting then change it in the Vcam details panel as well. Somehow switching between these kind of worked for me.
I had to buy a new router. My internet company router wouldn’t allow me to change the AP Isolation setting. I also had to turn off the firewall for private networks. After that my phone showed up.
Glad to know its working for you. While I was trying it out the iphone will connect in a method but the ipad will connect after trying multiple times. Could be an internet issue. But haven't completely resolved it yet.
I have a requirement where in, when the game is started, there should be a certain movement (as if player is walking some distance) and then the game will start.
I understand I will have to write a blue print event on game start and adjust the position of the player capsule component.
Please suggest me how to get this done.
But I am not able to implement this as “move component to” functionality is available only for static mesh.
In short I want to mimic the joystick navigation for some 10 seconds initially
is there a way to Actor hidden in game... but receive shadows only
"hidden shadow" checkmark + hidden in game
wait my bad u dont mean cast shadows right? , u mean literally receive shadows ,
yes receive shadow only
object invisible , but receive shadows from other objects
I don't think there is a simple checkbox for that
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blender has a workaround like this
file pathing is usually the issue with this
There is a random thing that it will try to use the wrong file path and thus result in no video. You need to make sure that you use the prescribed filing pathing for media in projects (comes up a fair bit as an issue). Though that sia,d the key word is "usually"
You know there are already two in the midwest right? (I work for one)
studios that is. There are more than two VADs, but only two OSVPs/Studios currently
ohh shadow catching, there are some Materials outthere when im remember . for Composite but for Realtimeidk
I do, thanks. They aren't doing what I will be doing, however. It's not just virtual production, but it's a large part of it.
Hi all. Please help me with DMX. I added exponential height fog and now DMX is not behaving correctly with volumetric fog enabled. One or more random fixtures are flooded with bright light. Tried changing the settings in spot light and exponential height fog but nothing helps.
delete that light and duplicate one of the other ones?
That's the first thing I did)), doesn't help. It's DMX and it's not a matter of a particular light fixture, but rather something inside Blueprint or in the project settings.
Using the WebSocket API for messages, I am able to use the MessageName "http" and it connects successfully and returns responses. When using MessageName "Preset.Register" as described in the documentation, it returns no response (no error) although the connection is open. I see nothing in the UE log either. Can't seem to find any reference to this other than the docs, has anyone run into this?
Hi, folks. I'd like to display the current camera settings in the viewport during play-in-editor mode for cameras which spawn when I begin play, and I'd appreciate being pointed in the right direction as to the best way to set that up.
Presumably I have the camera spawn a widget when it itself spawns, but I'm a uncertain what to do after that.
Or possibly a UI Widget is the way to go, with at least the first several rounds of instruction from here. https://docs.unrealengine.com/5.0/en-US/displaying-your-umg-ui-in-the-viewport-in-unreal-engine/
Hello guys, im having problems with connecting my camera to real time virtual production, ive changed my settings from direct X to default, alpha to linear colors and still the media player wont show my image. Im using camlink 4K, used the same settings on my friend’s pc and it worked somehow. Does anyone have a solution for this? Appreciate it 🙏🏾
This would be indeed be a editor utility widget blueprint
It's not hard to achieve this
Some nodes you'd need is to "get actor of class" select cinecameraactor class. From that node get your parameters. Then bind those parameters to a text in the widget editor. And then in your level blueprint set this
But then get widget of class. Not widgetS
This would be for a single camera only. Youd need to figure out a way to swlect the desired camera
Must be doable
Thanks!
Volumetric scattering to 0 on your spot component
Thanks for pointing me in the right direction. My v0 of this feature adds the info to the HUD I'm using to preview the multiple camera views and this node structure wound up working for me, minus some formatting/screen placement things I want to refine:
Ends up looking like this for now:
Hey wow very nice!! Good job on that. How did you manage to get the viewport in 360 like thst?
Are those 10 cameras?
Yeah, I built an array of 10 cameras and attached it to a car mesh. For now each camera pipes its POV to a render texture for the HUD. Eventually those cameras will also pipe their POVs to N Display for rendering out to actual displays (that's the hope, anyway).
I'm also going to set up control inputs which will "slave" the aperture and focus distance of each camera together so they can be adjusted simultaneously in real time.
And then the idea is you can drop this car + camera rig into any Unreal environment and get "live" driving plates out of it.
(the main feature being that the virtual car is freely driveable rather than needing to pre-establish a driving route which must be repeated, though that will, of course, also be possible.)
Interesting use case. For the "live" part, I have to wonder about performance though, rendering all those views on a single node is expensive. Why not drive straight in the nDisplay cluster? Or, if you want to actually separate the plate-generation from the actual production cluster: why not drive on another nDisplay cluster? You don't even have to build actual screens for it, you'd just need the hardware to generate the images, then transform those to whatever format the end cluster wants them to be.
These are good ideas! I'm definitely teaching myself how to pull this off as I conceptualize it.
I think the main benefit of your current implementation is you can live-tune the camera settings, which AFAIK isn't doable in a nDisplay cluster. But I'm honestly not sure how much of a requirement that is in this world, since I don't work in VP. But I work on driving simulators, so I know quite a bit about driving a car in an nDisplay cluster 😄
I'm sure I'll want to consult with you further!
id rather also advice to "drive the nDisplay"
Seems a bit of double work to render a environment thats already renderd😄
Yo, quick question.
Anyone know how to force unreal to install nDisplay?
I've reinstalled 5.2 and 5.3 multiple times but switchboard and listener just wont install and wont show up in the UI...
Don't really have an Idea on how to fix this.
Only 5.1 switchboard and listener are there, but they dont work with the newer engine versions.
It should be installed. But for it to show up in the UI, you have to enable the nDisplay plugin
It is enabled, the only way I can currently launch nDiplay is through the nDisplay Launch plugin.
I've worked with nDisplay for quite some time, but I have no clue as why it's not showing up. The launcher and the listener for 5.2 or .3 are nowhere to be found on my system as well.
Switchboard is supposed to be in Engine\Plugins\VirtualProduction\Switchboard\Source\Switchboard\, do you have that folder on your install?
Same for the listener, it's supposed to be at Engine\Binaries\Win64\SwitchboardListener.exe, is it missing for you?