# Texture Sharing

There are 3 workflows to get Unreal Engine's texture (also called content) back to LightAct:

## Thrower2UCam

![](/files/WvEVSyZyD4TTAj9ewbTP)

In this workflow, LightAct thrower is used to create an nDisplay viewport.

{% content-ref url="/pages/eG1lH7oqqiK9NluidYxd" %}
[Thrower2UCam](/real-time-content-playback/unreal-engine-integration-overview/texture-sharing/thrower2ucam.md)
{% endcontent-ref %}

{% hint style="info" %}
This is the most common workflow.
{% endhint %}

## Projector2UCam

<div align="left"><img src="/files/A8WOZrKpuvNWNX46NzYF" alt=""></div>

In this workflow, a LightAct Projector is used to create an nDisplay viewport.

{% hint style="info" %}
This workflow is very similar to *Thrower2UCam*, however, it is recommended to use it only on very specific use cases.
{% endhint %}

{% content-ref url="/pages/ikfjMh2jullKmCZDz6lK" %}
[Projector2UCam](/real-time-content-playback/unreal-engine-integration-overview/texture-sharing/projector2ucam.md)
{% endcontent-ref %}

## ViewportUCam

This is the only workflow where you are not launching nDisplay from LightAct, because it relies on a specific Unreal Blueprint to share Unreal's Viewport.

{% content-ref url="/pages/Sih3HdN4HonZTT0psfbp" %}
[ViewportUCam](/real-time-content-playback/unreal-engine-integration-overview/texture-sharing/viewportucam.md)
{% endcontent-ref %}


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