> For the complete documentation index, see [llms.txt](https://docs.lightact.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.lightact.com/real-time-content-playback/unreal-engine-integration-overview/unreal-engine-integration-troubleshooting/texture-sharing-troubleshooting.md).

# Texture Sharing Troubleshooting

In this guide, we'll walk you through the required steps to get texture sharing working from Unreal Engine to LightAct.

{% hint style="info" %}
**Good to know**: We used **Unreal Engine 5.1.1** and **LightAct 4.2.2** for this tutorial. The steps might be different if you are using different versions.
{% endhint %}

{% hint style="warning" %}
The most common cause of problems that we've encountered, is that there is a space in the filepath of the .ndisplay configuration file. Please always use filepaths without any spaces.
{% endhint %}

## Setup in Unreal Engine

![](/files/UlLZamrkryCRm1plpAm0)

1. Launch Unreal Engine 5.1.1 from Epic Games Launcher.

![](/files/ziL7wCD0yDqQM6ri4Goq)

2. Create a new project with the **nDisplay template** which you can find in the *Film / Video & Live Events* category.

![](/files/6R2bV4iGTKqcx1BGQ8mM)

3. Copy our plugin into **Plugins** folder.

<figure><img src="/files/0IX59qSOsHMFPQCDsGjg" alt=""><figcaption></figcaption></figure>

4. Make sure it is enabled in the Plugins window of your Unreal Engine project.

## Setup in LightAct

![](/files/nfGmHzd998spcfBDBG4N)

1. Start from a blank new project and drag the **.uproject** file of your Unreal Engine project into LightAct's window. It should appear in the **Assets** window.

![](/files/VOsStUNYim4DUpYPQMIu)

2. Make sure you have the correct version of Unreal Engine set in the *Project Settings*.

<figure><img src="/files/jjbHNl1GkMJtCYWuR9u3" alt=""><figcaption></figcaption></figure>

3. Make sure you have the paths to Unreal Engine editor executables set in *Preferences* window.

<figure><img src="/files/Rv8ddjKuEJyFsxuWwaNj" alt=""><figcaption></figcaption></figure>

4. Insert one Thrower and make sure it has nDisplay checkbox checked.

![](/files/87dod6gB4rZuohgE9lpy)

5. Open **UnrealLink** window and select your **.uproject Unreal Asset**.

<figure><img src="/files/UhwOtCdssjUVGIOUH0i7" alt=""><figcaption></figcaption></figure>

6. Generate **nDisplay config file**. Make sure it's actually generated and that it hasn't just set its filepath (just click twice on **Generate config** file button).

<figure><img src="/files/C7s37GRmJBC4G0qqD2N0" alt=""><figcaption></figcaption></figure>

7. In the **Launch command** section, enable **Show advanced settings** and uncheck **Render offscreen** checkbox. Then click on **Generate command** button.

![](/files/zeStgVNYrHhNBMiPkzbV)

8. Click on **Launch nDisplay** button.

After a few seconds, a 1920x1080 px output window should open on your primary screen because we disabled *Render offscreen* checkbox (this is useful for troubleshooting).

{% hint style="info" %}
If you've made it this far, it means LightAct can successfully launch nDisplay cluster. That's good!
{% endhint %}

<details>

<summary>What if I don't see the nDisplay output window?</summary>

If you don't see the nDisplay output window, then try launching the same Unreal Engine project withe NDC\_Basic nDisplay configuration using Unreal's Switchboard.

Please refer to Unreal Engine's documentation for help on how to do that.

</details>

### Getting the texture into LightAct

Now that we know that LightAct can successfully launch nDisplay cluster, let's get that texture into LightAct.

<figure><img src="/files/AXFfaQGlImycabDADfZm" alt=""><figcaption></figcaption></figure>

1. Open *Devices* window, insert a **Texture Share** node and click on **LAThrow\_0** under Object suggestions so that it appears in the *Viewport name* input box.

<figure><img src="/files/pVnKIN9n49PyI5IiE57g" alt=""><figcaption></figcaption></figure>

2. Enable **Listen** checkbox and the texture should appear on the right hand side.

{% hint style="info" %}
**Good to know**: this is an abreviated process which doesn't include some steps, but it does include what's required to get the texture accross.
{% endhint %}

<details>

<summary>What if I still can't get the texture across?</summary>

If you are still having issues, please send us:

* LightAct's project file (it has .la extension)
* nDisplay configuration file you generated from LightAct (it has .ndisplay extension).
* Details of the versions of the software you are using
* System description you are running on especially the GPUs and the CPUs

</details>
