# ViewportUCam

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This page was written for Unreal Engine 4.27. Please contact us at <support@lightact.com> if you are using Unreal Engine 5.1.1 or above.
{% endhint %}

<div align="left"><img src="/files/vONExC4UmqPFEEL4oMrG" alt=""></div>

When you enable **Texture Share** plugin, you get access to 2 actors that come with this plugin: **BP\_TextureShare** and **BP\_TextureShare\_CustomData**.

We are going to use **BP\_TextureSharein** this article, however depending on what you are trying to do, you might want to use *BP\_TextureShare\_CustomData* as wel&#x6C;**.**

![](/files/o0BgG4thqStsbZH2mGMd)

If you don’t see these 2 classes, you need to enable **Show Plugin Content** in the *View Options*.

![](/files/D8yeByICBUPLecT5J841)

Either make a copy of BP\_TextureShare or drag the original into your level. If you open its blueprint, you will see something similar to the image above. It’s been set up so that the moment you hit play, Unreal is going to stream the content of your viewport.

Please take note of the value of **Share Name** variable. This is the handle of the texture and you will use it on LightAct’s side as well.

<div align="left"><img src="/files/a9L2M3qKeLiXzBCi2MNK" alt=""></div>

Type in the same viewport name as the value of **Share Name** on Unreal Engine's side.


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