# Thrower2UCam

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Please note, Unreal Engine integration has changed significantly for Unreal Engine 5.3 and 5.4, so this User Doc is outdated.
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Thrower2UCam workflow is recommended when Unreal's camera (or point of view) is independent from the properties of the projectors. This is usually the case in most:

* cyclo walls,
* flat or curved walls,
* domes and
* other similar projects.

## Pipeline overview

![](/files/VDTyyjxMpc9H9HKk3TiD)

The pipeline in Thrower2UCam workflow relies on a 3D model in LightAct's that's getting its content from one thrower.

Then, the pipeline is this:

### Create an nDisplay viewport from your thrower(s)

Refer to [UnrealLink ](/real-time-content-playback/unreal-engine-integration-overview/unreallink.md)chapter for detailed instructions.

### Set up Texture Share Device Node(s)

<div align="left"><img src="/files/IpChwnWBGLdfaM0ke0Vj" alt=""></div>

Create **Texture Share** Device node with the same viewport handle as the thrower's. All the projector's nDisplay handles are listed as suggestions so you can simply click on one of them.

<div align="left"><img src="/files/dtbbLUt0LRhYLKJmmVfr" alt=""></div>

If everything is set up correctly, you'll see Unreal's texture in the properties of *Texture Share* node once you click on **Listen** checkbox.

### Use the texture

You can use standard workflow to get the Unreal texture to a thrower. The path usually leads through a **Render to Canvas** node, however, you can also use **Set Texture** node to apply it to the thrower directly.

<div align="left"><img src="/files/0O50dZVMqIddEZw5Haii" alt=""></div>


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