#virtual-production

1 messages · Page 2 of 1

distant ivy
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Is there any way to visualize any sort of Histogram Scope when using Manual Exposure? There seems to be only one Histogram option and it only works with Auto Exposure. Am I missing something?

crimson idol
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anyone done motion tracking with a kinect in unreal? if so what plug in have you used?

snow ice
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Is there any known issues using two GPUs with nDisplay in 5.1.1? We can only seem to get one to work.

cloud salmon
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SLI turned on in nvidia?

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console cmd on?

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how how are you trying to utilize the mgpu feature?
I use 1 GPU per Frustum and freeze outer frustum for best results

median nymph
# cloud salmon are you using NVlink?

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 😁

vapid bane
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Adn i mean really follow the step... 😉

snow ice
signal lagoon
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“sync_policy = 2” probably the easiest one to miss from what I’ve read

vapid bane
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If you set it up correctly you dont need to fool around with wierd commands and such

trim sand
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Hey dose anyone have any guides on how to set up ndisplay for multiple monitors?

coarse helm
jade shard
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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.

polar jay
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Hi there, I've enabled DMX fixtures template but don't see it in content browser, any solutions?

wet heath
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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?

hollow swift
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woah didnt know there was a virtual production thread in here

timid socket
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how can i implement a custom camera setup to project a perspective onto these walls and floor ?

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do i need several cameras from the central viewpoint or something spherical ?

earnest canopy
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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

nocturne torrent
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Plz guide me how can I convert blueprint like sliding door for VR

timid socket
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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)

final flax
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LOGLINE: When two alien abductees return to earth, the inhabitants of a small town are forced to deal with the resulting havoc and chaos.

https://www.youtube.com/watch?v=6WuLvEbCmJw

https://www.mumuniverse.com/
The first feature film installment of the MISCHIEF UPON MISCHIEF UNIVERSE franchise is coming to Theaters | Metaverse | Streaming SUMMER 2023!

The MUM UNIVERSE franchise consists of Feature Films | a Play-To-Earn Metaverse Game | Stylized Animated Series | VR & AR Experiences.

*We're an EPIC GAMES (creators of For...

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true elbow
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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

strange ruin
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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?

edgy swan
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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?

edgy swan
mild thistle
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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.

shy bridge
mild thistle
# shy bridge If you want to move the viewports on the host, you can do that in the viewport d...

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.

sharp ruin
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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?

shy bridge
# mild thistle Yes I set their positions in the Region | Position parameter of each viewport to...

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.

rose lake
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does anyone have experience with the ocio display?

mild thistle
# shy bridge We've had some issue on some nodes in our cluster where viewport were messed up ...

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 🙂

native hemlock
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Does anyone know if newer headsets like the Quest Pro or Vive Elite XR are compatible with Unreal's Virtual Scouting tools?

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Looking at documentation it only shows these headsets as compatible but there should be more, no?

unkempt raft
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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!

zenith cove
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Your character, ball and staff are all positioned at the same spot in UE right?

queen cargo
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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!

steep meteor
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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?

dire rover
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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

vale schooner
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Hi, my name is Tom I am looking for help on Green Screen Virtual Production workflows and tutorials? does anyone can help me out?

glass coral
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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?

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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)

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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

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meh - it runs locally without that file, so that's probably a red herring

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does switchboard/ndisplay support UNC paths, or does everything have to be on mapped drives?

glass coral
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sigh -- the vproles setting was moved from project settings (as it says in the docs) to the toolbar, so it's literally right there.

formal pagoda
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Hi everyone, I'm having a couple pixel streaming issues I was hoping someone may have experienced before and be able to help with.

  1. 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?

  2. 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

GitHub

The official Pixel Streaming servers and frontend. - GitHub - EpicGames/PixelStreamingInfrastructure at UE5.1

mortal mist
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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?

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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.

signal lagoon
vapid bane
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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.

ReadySet’s virtual production stage in Amsterdam facilitates a 14 x 5.5 meter curved L.E.D. wall to display photos and pre-shot 2D content to elaborate, real-time 3D scenes from a game engine.

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@mortal mist

mortal mist
signal lagoon
mortal mist
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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.

zenith cove
tender salmon
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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!?

tender salmon
lethal mountain
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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 ?

silk elm
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Anyone know if nDisplay cluster events still work in 5.x? I only see docs for 4.27 usinf the old launcher

regal perch
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We are using 5.1 and it still works fine so far.

trim sand
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Dose anyone know what casues this when using Ndisplay. (System info Linux, nvidia 3090 ti (outdated drivers))

unreal palm
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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?

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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.

zenith cove
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Where they "projected" the chosen heros on to the stage

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The whole video actually seems pretty interesting too, think I'll watch it during my spare time

signal lagoon
unreal palm
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thanks friends! these two pointers were way more helpful than some of the rabbit holes Epic sent me on their marketing pages... x)

unreal palm
trim sand
trim sand
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ok I just forgot to add the steam vr plugin

obsidian relic
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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?

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Feels like there must be a way to get original pixels to screen

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without resorting to FXAA!

ornate lance
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vcam app, is horrible, at least in ios 16.4 as it stands, pixel streaming is just a nightmare

zenith cove
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When working with multiple types of LiveLink sources, is there a way to get which type it is in Blueprint?

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For example, differentiating a FreeD LiveLink from a Vive Tracker LiveLink

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Ahh, there's something called a Role ok

topaz pendant
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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?

zenith cove
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is there a way to run a cloth animation in editor?

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rather than during runtime

frozen sky
zenith cove
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Unreal is running the simulation

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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 😛

vapid bane
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It runs on ndisplay!

vapid bane
zenith cove
signal lagoon
zenith cove
worn fable
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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.

plain trout
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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

Download Free Project File:
https://FattyBull.com

Download all my Free Unreal Project Files:
https://FattyBull.com/resources/

Stagecraft Unreal UE4 Composure Virtual Production Tutorial - Studio Filmmaking 3D Digital Real Time Camera VFX

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vivid burrow
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Our LED stage technology is not like all other volumes.

A key part of The Versatile Stage solution that sets us apart is our less than one frame latency. This allows directors and directors of photography to set up moving shots that feel more natural to physical location filming. As demonstrated in the making of our sci-fi short "New Air, " the...

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signal lagoon
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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

inland pulsar
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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.

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Ive followed the doc correctly, and all ips are correct in UDP Messaging

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i attempt it in UnRemote too

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nothing

zenith cove
mild thistle
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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 ?

red tree
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Is there a way to write a custom source for LiveLink virtual subjects?

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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

zenith cove
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If you want to reverse engineer it.

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I've never gotten further than just thinking about it though

gleaming imp
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SMPTE executive director David Grindle stated, "This release is the first of many free, open documents SMPTE will offer through the work of our RIS initiative. Through the combined effort of our RIS team, and the community as a whole, we are working to refine these new tools for storytelling.

zenith cove
zenith cove
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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

red tree
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I was more interested in mocap, not so much camera capture

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I need to provide skeleton information, not camera information

solemn nova
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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

zenith cove
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You could glean at that and see if that helps you forward

solemn nova
royal sleet
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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?

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Assertion failed: CurrentWorld [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Public\EngineUtils.h] [Line: 194]

red tree
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@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?

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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?

stiff mauve
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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!!!

rustic phoenix
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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!

royal urchin
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Hi Guys Can Any one let me know after Packaging my Twin motion Material is Missing How to Solve it ..

cloud salmon
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looks like you just have a point light in the middle of the room

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the architecture doesn't strike me as ancient rome, more something from Star Wars

wooden flume
# red tree <@324964355471048714> hi, sorry for ping in different channel. it's getting a bi...

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

red tree
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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!

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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?

wooden flume
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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

covert gull
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hi all, not sure if this the right channel. anybody ever successfully control a ue5 machine via a crappier machine (laptop) remotely?

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not sure if something like vnc would pass data over fast/efficient enough.

signal lagoon
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Do you mean like pixel streaming with Teamviewer or Parsec?

covert gull
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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

signal lagoon
ornate lance
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Yea, isn't this stuff normally bandwidth limited if the first pc is pretty top tier

unreal palm
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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! =)

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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.

ornate lance
fiery dune
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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 🙂

clear fulcrum
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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?

unreal palm
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video editing software use renders because their accurate methods are resource-intensive.

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you might want to look for bettering your setup first before adding software overhead

clear fulcrum
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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.

signal lagoon
humble sequoia
main prawn
clear fulcrum
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Does somebody have experience (or is it possible) to get lumix tether software input to unreal?

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Or do I need to buy a camlink device

covert gull
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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

vapid bane
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film festivals etc

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But you probably you'd need to have a cinema version of the mpvie

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in format

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dpx or something

covert gull
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got it . ill cross that bridge lol

zenith cove
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What app are you using on your phone?

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Oh, there's a Stream Deck Mobile app, I didn't know

humble sequoia
humble sequoia
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INTEL REALSENSE t-265 + CameraMount Housing. FOR SALE BrandNew Unused. DM for questions.

covert gull
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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

main prawn
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Is there any software for virtual production live colorgrading?

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Some software that plays inbetween the camlink and unreal engine

red tree
wooden flume
# red tree Yeah so my current problem right now is that my skeleton consists of a bunch of ...

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.

red tree
#

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.

covert gull
#

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

zenith cove
#

not sure if the source is visible though..

#

Ah, the source is visible, so you can maybe get some pointers from there

mortal stone
#

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?

signal lagoon
ornate lance
#

Only thing is needing to open a server on pc to connect to

mortal mist
#

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.

mortal mist
#

That's different than grading the content, of course; it's an overall correction for the wall itself.

zenith cove
#

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

mortal mist
tired oar
#

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?

keen thunder
#

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...

humble sequoia
#

Dear Community Hi, I wonder what happens if I try opening a 4.27 Supported "ONLY" with 5.1.?

mortal mist
#

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.

fiery dune
#

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 🙂

zenith cove
#

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

main prawn
deep star
#

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?

timid socket
#

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 ?

main prawn
#

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

zenith cove
#

Though that might have been platform specific like Aximmetry which is 💰

timid socket
#

any suggestion why the ndisplayconfig object has become invisible to other cameras ? not sure what i did, before it was visible

crude pier
#

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"

zenith cove
#

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

crude pier
zenith cove
#

Ah, I thought you wanted to go the other way

#

And the stream works with say VLC?

cloud salmon
crude pier
urban cloak
#

I cant connect my Live Link VCam to my iphone

#

Can u guys help me pls?

urban cloak
#

is there any problem using live link with iphone 8 + UE5.0?

signal lagoon
#

@urban cloak it can be tricky. The interface changed slightly from 5.0 to 5.1 and 5.2

sterile flax
#

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

#

??

zenith cove
#

Is there a LiveLinkXR equivalent that uses OpenXR rather than SteamVR?

midnight oasis
#

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?

zenith cove
#

It'll be 6DOF

#

@midnight oasis

midnight oasis
#

or hmd

zenith cove
#

We just got it in the office yesterday but I haven't had time to play with it

#

It'll be 6DOF regardless

midnight oasis
zenith cove
#

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

midnight oasis
#

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

midnight oasis
zenith cove
#

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...

▶ Play video
#

If you're using a RL camera

zenith cove
#

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

midnight oasis
zenith cove
#

Vive will be coming out with a self tracking tracker later this year

midnight oasis
#

Yeah I read it. I'm looking for it

zenith cove
#

Same

#

I'm hoping they've got a good solution to matching tracking spaces

hallow wind
#

Does anyone know how to bake livelink VCam ? It plays perfectly fine both in game and in editor but it's still on MovieRenderQueue sad

hallow wind
#

I'm basically looking for "bake animation sequence" but for vcam

hallow wind
#

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!

onyx flume
midnight oasis
#

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?

rigid quest
#

anyone else having problems with livelink ? Not connecting with phone

zenith cove
#

Looking at your Debug info, it seems that you're rendering VCamActor1_Record which has no keys

zenith cove
midnight oasis
midnight oasis
#

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?

Calibrate lens distortion and the nodal point offset of your lens and camera with a checkerboard.

mental tide
zenith cove
#

Oh hey that documentation got updated

#

With an explanation how corner points are defined! Man that tripped me up so many times

hallow wind
# zenith cove Looking at your Debug info, it seems that you're rendering `VCamActor1_Record` w...

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

runic rose
#

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?

red tree
#

Has anyone played with the source code for the rivermax media source?

craggy sky
#

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

mental tide
#

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)

midnight oasis
zenith cove
#

At that timestamp, the tutorial shows a way to set the input to a MediaTexture

#

Via the World Outliner rather than the Calibration tool

mental tide
restive sorrel
#

Hello, does anyone tried world partition with ndisplay on the 5.2 update?

solemn nova
#

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

mental tide
#

? Wouldn't it output full res over SDI?

zenith cove
#

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

zenith cove
#

You might need to check whether that downscaling is from the full sensor size or from the cropped

midnight oasis
#

When I change the zoom or the focus in my physical camera I need to do the calibration of the lens everytime?

sage pollen
#

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*

devout ruin
#

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.

hasty magnet
paper kraken
#

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 👌

tiny sierra
#

.

stiff summit
#

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

midnight oasis
#

someone know how to fix jittering of vive tracker 3.0?

midnight oasis
#

and how can I match the color between camera and Cg Layer in composure?

#

I dont know why color are so different

zenith cove
#

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

zenith cove
calm tulip
#

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?

signal lagoon
midnight oasis
zenith cove
#

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

calm tulip
#

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?

zenith cove
waxen remnant
#

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?

calm tulip
paper kraken
calm tulip
#

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

cloud salmon
#

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

calm tulip
cloud salmon
#

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

calm tulip
#

It seems that I’m on local

cloud salmon
#

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

calm tulip
cloud salmon
#

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

calm tulip
#

But it even was happening when I brought in a basic cube

cloud salmon
#

try it set to world transform

calm tulip
#

It does the same thing

cloud salmon
#

damn that's crazy

#

good luck man

calm tulip
#

Haha thank u for trying 🙏🏼

grizzled pagoda
#

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

forest steppe
#

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!

storm cradle
#

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

slow sky
#

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?

signal lagoon
#

This is more Cinematics than Virtual Production, but regardless:
Is it exporting as an image sequence?

slow sky
signal lagoon
#

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

knotty belfry
#

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?

zenith cove
#

Particularily on how to exactly import your camera tracking data

slow sky
slow sky
#

Can u look cinematic channel pls @signal lagoon

#

I need help

north haven
#

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

hollow spoke
north haven
#

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!

Disti Support of Vive Mars

uncut folio
#

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

Epic Developer Community

In this tutorial we're going to walk through how to set up and use Vive Trackers.

#

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.

uncut folio
#

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.

hollow spoke
#

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)

gloomy robin
#

I cannot get this plane/media texture to show up during renders. How do I render this?

slate rivet
frozen sapphire
#

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 ....
north haven
safe apex
#

does anyone know where to get cinema cameras for cheap? are there places that offload their surplus inventory somewhere?

zenith cove
uncut folio
uncut folio
hollow spoke
uncut folio
#

Version: 5.2.0-25360045+++UE5+Release-5.2

#

When I uncheck OpenXR.

hollow spoke
#

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)

uncut folio
#

Thanks for that, yes I have SteamVR set as runtime:

hushed mason
#

Hi, are there any tutorials on creating data driven broadcast graphics and animate using UMG with data tables etc?

uncut folio
#

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

uncut folio
#

There's also not a Lens File option on the LiveLinkComponentController in 5.2

night matrix
#

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:

  1. Making it visible in steamVR, I did it.
  2. Activating OpenXR plugin, deactivating steamvr plugin, activating LiveLinkXR. Any other plugins like "OpenXRViveTracker" are necessary?
  3. 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
uncut folio
#

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?

uncut folio
#

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

uncut folio
#

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

stone harbor
#

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

uncut folio
#

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.

uncut folio
near mulch
#

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

sly holly
near mulch
#

turns out I needed to save a playlist

#

none of the videos I have seen talk about that.

real drum
#

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:

vapid bane
#

you can select git through unreal we use perforce but dont set it through SWB

valid geyser
#

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?

dusk pine
#

Hey!
Anyone know if it is possible to render Composure in MovieRenderQue?

sinful wigeon
#

Nah, you'd have to use the sequencer render movie feature

north haven
#

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.

hollow spoke
north haven
#

OK, we'll revisit giving this a try. i really appreciate your help. thank you. @hollow spoke

snow osprey
#

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.

fallen venture
#

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?

zenith cove
night matrix
zenith cove
#

Yep I've done it several times recently

night matrix
# zenith cove 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

zenith cove
#

Hmm

#

No sorry, I was still using 5.1 with SteamVR plugin at the time

night matrix
night matrix
#

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

woven zealot
#

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?

north haven
hollow spoke
north haven
night matrix
hollow spoke
#

We didn't have a plugin for Vive trackers in 5.1, but LiveLinkXR also doesn't need it

earnest prism
#

@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

fallen venture
# sinful wigeon Use the enhanced input plugin

Am using enhaned input plugin but cannot get my triggers mapped to change focal length. My process was the following:

  1. Create input actions "ZoomIn" and "ZoomOut" both set to Axis1D
  2. 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
  3. Added input listeners - in the lens modifier blueprint I added the ZoomIn and ZoomOut events you see pictured
  4. 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

night matrix
# earnest prism <@583495286043836433> You will need to start the engine using this command param...

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.

cloud salmon
#

I have been using LiveLink VRPN and it works fine without HMD in 5.2

night matrix
fallen venture
#

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

zenith cove
#

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?

unborn cargo
#

Looking for virtual production stages in Miami Florida

Purpose: Virtual Music concert recording

signal lagoon
#

I know there’s a VU studios in Tampa Bay and Orlando. Not sure about Miami though

zenith cove
#

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

ornate lance
timber crater
#

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

desert basalt
wise void
formal perch
#

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?

hidden nymph
#

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?

north haven
#

@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!!

molten ocean
#

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

hybrid anvil
#

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)?

dawn fossil
#

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!!

plucky nacelle
#

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

zenith cove
dawn fossil
solid topaz
#

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...

tardy umbra
#

Are there any way to avoid having the typical "VRRoot" component?

dawn fossil
vapid bane
#

@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 🤣

dawn fossil
#

I'll checl it out then, and see if I can translate it

zenith cove
#

With the same random switch to Chinese at Step 7?

rocky panther
#

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!

primal star
#

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?

primal star
# uncut folio In 5.2 is Camera Role depricated in favor of the FIZ file on the Virtual / Camer...

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.

uncut folio
#

Thanks to Greg’s selling

primal star
uncut folio
uncut folio
#

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

zenith cove
#

It's going to be a huge update for XR it seems like

#

Together with the ARCore update

cloud salmon
kindred stump
#

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)

shy bridge
kindred stump
cloud salmon
#

all to 1 pc, its actually a pretty easy setup

solid topaz
#

Still WIP but is a decent set for VP coming soon 😉

solid topaz
dawn fossil
#

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

vapid bane
#

Not sure if there are any mosys users here🤔

dire saffron
#

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?

onyx flume
# dire saffron Hey guys, I would like to create a Virtual Keynote in Unreal Engine. For this I ...

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

lament trail
#

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

granite jungle
#

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

zenith cove
granite jungle
#

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.

zenith cove
#

Honestly, I don't think my brain is ever ready enough to handle color conversion/OCIO

devout ruin
warm vessel
#

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?

lilac raft
#

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.

vale sigil
#

Any tips on how to achieve good glass reflections on a VP wall using lumen?

oblique nexus
#

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 ?

edgy smelt
#

Anybody in here a Perforce wizz?

#

I'm having data cap issues

lavish socket
#

Unfortunately, the Live Link Face Importer plugin no longer understands the CSV data from the iPhone app - very frustrating.

alpine python
#

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

lavish socket
#

So, silly, the importer is looking for a different string name: const FString BLENDSHAPECOUNT_COLUMN_NAME = TEXT("BlendShapeCount"); the app spells shape lowercase.

lavish socket
zenith cove
#

Is there any foolproof way to open one up again without restarting the system?

lavish socket
zenith cove
#

You by any chance know the Windows equivalent?

#

oh netstat works

#

Thanks! I'll add that to my toolkit

burnt siren
#

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.

cloud salmon
alpine python
# vapid bane

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```
night matrix
#

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...

▶ Play video
warm vessel
#

Unless I'm completely missing something

cloud salmon
#

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

warm vessel
#

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

cloud salmon
#

From the nDisplay side of things, you kinda have to do the layout manually, I haven't used UV's like are before

warm vessel
uncut folio
#

I’m guessing there is no way to export timecode with EXR sequences? Had to switch to ProRes but would prefer images

signal lagoon
#

Apparently in After Effects you can write timecode (from the composition timeline) into exr files. So that could be an interesting workaround

uncut folio
signal lagoon
uncut folio
#

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

safe apex
#

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?

uncut folio
#

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.

supple gale
#

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/

The Virtual Camera Actor is a sample Virtual Camera that can be used as a starting point for your project.

glacial ferry
#

can anyone show me how to make this in UE5 please

wise heron
abstract crater
#

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()
uncut folio
fiery shell
#

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?

zenith cove
fiery shell
#

or usb port

#

i want to send it to another pc that is interfacing with mine through a cable connecting the two

zenith cove
#

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

fiery shell
#

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

zenith cove
#

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

zenith cove
fiery shell
#

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?

zenith cove
#

then you should just set up a network and transmit with NDI

#

One set to output, the other to input and an SDI cable to connect

fiery shell
#

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?

zenith cove
#

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

fiery shell
#

keeping stuff simple is always good yeah

#

does OWL cost anything?

#

oh damn yeah its also not cheap

zenith cove
#

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

fiery shell
#

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

deep hazel
vapid bane
cinder urchin
#

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!

signal lagoon
#

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

cinder urchin
signal lagoon
#

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

signal lagoon
fiery shell
#

like how do u know if u get any money out of using their tk?

#

and then charge you

cinder urchin
signal lagoon
# cinder urchin I understand, thank you. However, isn't one of the big advantages of using LED p...

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

cinder urchin
humble sequoia
#

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.

zenith cove
#

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

humble sequoia
#

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.

vapid bane
zenith cove
#

Hmm, in my experience nDisplay does run in Play Mode

brave marsh
#

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 :/

desert basalt
#

Hi, does anyone know how to fix the Optitrack Live Link Display actor can't be movable from origin in Unreal?

unreal needle
#

Hey can anyone help me with importing fbx camera data from nuke to UNREAL ENGINE?

zenith cove
vocal kernel
#

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?

obsidian goblet
#

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

signal lagoon
obsidian goblet
#

Oh ok will do research on that, thank you so much

rain frost
# hollow spoke Sorry this even confuses us internally when we talk about it (to <@2594741214847...

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
  • SteamVR plugin is NOT installed
  • OpenXR plugin is installed (all of them)
  • LiveLink and LiveLinkXR and LiveLinkCamera plugins 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!

uncut folio
#

Then try opening the new version

rain frost
#

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

zenith cove
#

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

rain frost
zenith cove
#

The note in the documentation indicates that it only supports SteamVR, even in 5.2

rain frost
#

Ok. So I’ll avoid using the openXR method for 5.1. Until I upgrade down the line. Thanks @zenith cove

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

rain frost
#

Appreciate the help, and the time!

ornate lance
#

yea 5.1 is best for steam vr rn it seems, annoyingly LOL

hushed mason
brazen finch
#

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.

brazen finch
#

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. party

brave marsh
#

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) ?

uncut folio
#

Is there a simple way to copy a composure setup between levels?

cunning cargo
#

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!

uncut folio
#

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

uncut folio
upbeat scaffold
#

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

plush copper
#

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

floral pewter
#

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!

#
uncut folio
#

Everything seems sync'ed up and green at 24FPS

zenith cove
uncut folio
#

It is only happening on the OWL CG element, doesn't happen on a regular CG element. Will be reviewing with the OWL team

hushed mason
vernal mist
#

8k test

hushed mason
scenic zodiac
#

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

zenith cove
brazen finch
chilly finch
#

Hi everyone, anyone knows a good way ( Like Kalman Filter ) to filter jitters at livelink vive trackers ?

hushed mason
brazen finch
hushed mason
brazen finch
zenith cove
#

Is that something Retracker Bliss does?

uncut folio
brazen finch
#

I guess the Rosco is better than the lastolite too

uncut folio
#

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.

hushed mason
zenith cove
chilly finch
#

Looking for advance green key solution for unreal. any advice ?

humble sequoia
chilly finch
worn reef
turbid ice
#

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

worn reef
#

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

crude pier
worn reef
#

oh. I couldn't get mine to load using the browser due to codec issues. I should probably
try that again then..

brave marsh
#

Anyone might know (or give me an idea) of how I can trigger the play button through remote control ?

zenith cove
uncut folio
uncut folio
covert wave
#

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

livid swan
#

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!

vapid bane
#

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

brave marsh
uncut folio
brave marsh
#

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

uncut folio
livid swan
livid swan
livid swan
lapis scaffold
#

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?

uncut folio
#

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.

zenith cove
zenith cove
#

Oh I just noticed the 4K 😅

uncut folio
#

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

rose dust
#

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'

zenith cove
uncut folio
#

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...

▶ Play video
#

Basically a tracked garbage matte

sage lantern
#

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...

limber sand
#

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

timber crater
#

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.

vapid bane
timber crater
# vapid bane 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

safe apex
#

Does anyone know how it's possible that my Blackmagic media bundle is a minute in the future

safe apex
#

The actual timecode being burned in is correct, it is only incorrect in Timed Date Monitor

iron spindle
#

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

muted arrow
#

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?

lusty jetty
#

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. 🙂

lusty jetty
#

It's a gaming laptop. I bought it a couple months before I started using UE.

lusty jetty
#

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.

gloomy berry
#

Hi anybody encounter problem with missing media source when doing lens calibration?

zenith cove
#

How do you get project data to the remote computer?

#

with dependencies and all

lusty jetty
# zenith cove How do you get project data to the remote computer?

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.

zenith cove
#

How long does the UE installation take?

lusty jetty
#

The usual amount of time to download and install with the Epic launcher. 30 min?

#

Of course, that time isn't free.

zenith cove
#

It can take 2 hours with me but we've got shit connection

#

That's why I ask 😛

lusty jetty
#

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.

zenith cove
#

We got a 70mbps connection, so fibre would be like 10x faster

lusty jetty
#

That speed is a tragedy.

zenith cove
#

tell me about it

lusty jetty
#

Dish or DSL or something?

zenith cove
#

DSL

lusty jetty
#

You poor thing.

zenith cove
#

Our poor nation

#

Though they're rolling out fibre

lusty jetty
#

Maybe Elon can shit out some more satellites.

zenith cove
#

Maybe Epic can install some kind of local caching/sharing thing like Steam

#

But yeah

#

Sounds like a cool service

#

And not too complicated

lusty jetty
#

Yeah the other services have some intimidating UIs.

zenith cove
#

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

lusty jetty
#

Fox Render Farm is the other big one. I think most of them are geared toward Blender, Maya, and 3DS

zenith cove
#

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

lusty jetty
#

I think iRender has some licenses you can use when you instantiate.

zenith cove
#

Heh, interesting, anyways I'm just blabbering nostalgically

uncut folio
#

Almost ready to begin filming for real!

lilac raft
#

Did anyone here get Rivermax I/O to work?

remote elbow
lilac raft
lilac raft
crimson swift
#

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

low quail
#

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!

crimson swift
#

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

karmic beacon
#

Anyone know if there's a way to align Aruco markers in post rather than live?

zenith cove
#

Like, what I'm imagining is you got footage with aruco markers?

karmic beacon
zenith cove
#

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...

▶ Play video
safe apex
#

Does anyone know why my media texture Y dimension is halved? Using blackmagic card

safe apex
#

this only happens if I run at 29.97. 23.98 and 59.94 both work

forest spire
delicate shard
low quail
#

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

stuck widget
#

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

zenith cove
raw oak
safe apex
stoic parcel
#

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.

A step-by-step guide to getting video from a supported Blackmagic media card into the Unreal Engine, and sending captured video output from the Unreal Engine out to a port on the Blackmagic card.

zenith cove
brave marsh
#

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.

solemn nova
#

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 🙏

zenith cove
solemn nova
zenith cove
stoic parcel
zenith cove
uncut folio
#

Anyone else going to Unreal Fest?

placid crystal
#

@odd bramble think i just seen you on dutch tv for 5 sec

#

something about heygen

odd bramble
#

no way!! can u record it?

placid crystal
# odd bramble 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

placid crystal
#

editie nl

zenith cove
placid crystal
#

it was him right?

zenith cove
#

yep haha

#

Rather sensationalist

placid crystal
#

lol yea, no context 😛

#

@odd bramble well there u go, ur famous in the Netherlands 🙂

odd bramble
#

heck yea thank you all

placid crystal
#

np, was pretty sure it was you, was just half watchin it.. just thought id let you know 🙂

odd bramble
#

yea thanks man i guess it helps to upload first on everything

mighty cedar
#

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.

shy bridge
mighty cedar
shy bridge
#

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 🙃

mighty cedar
#

Good to know, in that case I'll treat it like a check engine light on an old BMW

tropic mulch
#

Did anyone else having issue connecting multi user with switchboard on 5.3 ? Using it with NDisplay

vale charm
#

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

rigid quest
#

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.

gleaming imp
orchid folio
#

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.

gleaming imp
stuck widget
#

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.

orchid folio
gleaming imp
orchid folio
orchid folio
gleaming imp
safe apex
#

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.

north glade
#

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.

topaz plover
#

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

river condor
#

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

uncut folio
zenith cove
#

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

edgy smelt
#

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

cyan flare
#

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 ?

topaz plover
#

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

zenith cove
topaz plover
#

Ah

#

Guess I can test in VCV this weekend. More visual/audio immediacy in results. I can then translate the results to unreal blueprint

gleaming imp
upbeat roost
#

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

topaz plover
#

Should be possible no? Touch OSC would be running on the same network as the unreal machine is

shy bridge
#

I find the absolute lack of VP content in the new Unreal roadmap... disturbing. I hope they didn't fire everyone on those teams.

uncut folio
#

At the Hilton in NO if anyone else is around

sick sundial
shy bridge
sick sundial
#

Thank you!

solemn vortex
#

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!

brave marsh
#

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

viral sphinx
#

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.

vapid bane
#

Media plate actor

#

You can just drag and drop a img media source and it will play

zenith cove
#

Or nevermind, I think I used to test if we were getting input from the camera to hte capture card

ornate lance
#

The greatest anime betrayal of all time from Tim Sweeney

supple sonnet
#

Hello!

#

How do I use my virtual camera ios in play mode??

thorny needle
#

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

zenith cove
karmic beacon
#

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.

low quail
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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!

marble beacon
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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!

sick sundial
blazing sigil
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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.

viral sphinx
blazing sigil
viral sphinx
jolly socket
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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.

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In short I want to mimic the joystick navigation for some 10 seconds initially

tight kraken
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is there a way to Actor hidden in game... but receive shadows only

celest harbor
celest harbor
# tight kraken

wait my bad u dont mean cast shadows right? , u mean literally receive shadows ,

tight kraken
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object invisible , but receive shadows from other objects

stuck widget
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I don't think there is a simple checkbox for that

tight kraken
# celest harbor wait my bad u dont mean cast shadows right? , u mean literally receive shadows ,

Here's how to make a shadow catcher in the new alpha Blender 3.0 Eevee!

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▶ Play video
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blender has a workaround like this

long hamlet
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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"

long hamlet
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studios that is. There are more than two VADs, but only two OSVPs/Studios currently

celest harbor
low quail
exotic arch
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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.

next nebula
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delete that light and duplicate one of the other ones?

exotic arch
ripe helm
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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?

mortal mist
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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.

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Presumably I have the camera spawn a widget when it itself spawns, but I'm a uncertain what to do after that.

winter shell
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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 🙏🏾

vapid bane
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It's not hard to achieve this

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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

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But then get widget of class. Not widgetS

vapid bane
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Must be doable

mortal mist
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Thanks!

pastel topaz
mortal mist
# vapid bane Must be doable

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:

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Ends up looking like this for now:

vapid bane
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Are those 10 cameras?

mortal mist
# vapid bane 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).

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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.

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And then the idea is you can drop this car + camera rig into any Unreal environment and get "live" driving plates out of it.

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(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.)

shy bridge
# mortal mist And then the idea is you can drop this car + camera rig into any Unreal environm...

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.

mortal mist
shy bridge
mortal mist
vapid bane
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id rather also advice to "drive the nDisplay"

vapid bane
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Seems a bit of double work to render a environment thats already renderd😄

visual basin
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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.

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Only 5.1 switchboard and listener are there, but they dont work with the newer engine versions.

shy bridge
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It should be installed. But for it to show up in the UI, you have to enable the nDisplay plugin

visual basin
shy bridge