LightAct 4 Docs
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  • LightAct 4 Documentation
  • Understanding the Basics
    • Overview of Content Pipeline
    • Pushing Content out of LightAct
    • Terminology
    • How to map Content
      • Creating a Canvas
      • Creating a Layer
      • Creating a Video Screen
      • Mapping a Canvas to a Video screen
      • Creating a Perspective Thrower
      • Using Nodes to Set Content
      • Mapping to Outputs
    • Working quickly in LightAct
      • Window docking & workspaces
      • Drag & drop
      • Viewport Navigation
      • Shortcuts
    • Launching LightAct with Arguments
    • Top Bar
    • LightAct Performance
  • Transitioning to LightAct from other media servers
    • Switching to LightAct
    • LightAct for Disguise Operators
      • GUI Overview
      • Content Sequencing
      • Content Mapping
      • Projection Mapping
    • LightAct for Pixera Operators
  • Content mapping
    • Canvas mapping
    • Throwers
      • Thrower Properties
      • Perspective Thrower
      • Cubic thrower
      • Spherical Thrower
    • 3D model
      • Rendering Mode
      • Multiple materials & sources
      • Preparing 3D Models
        • Organize the 3D Scene
        • Materials in 3D models
        • UV Mapping of 3D Models
      • Outputting 3D Model's Texture
  • TIMELINES
    • Overview
    • Timelines Window
    • Timeline Editor Window
      • Sections
      • Markers
      • Curve Editor
    • Cues
      • Cue List
  • LAYERS AND LAYOUTS
    • Overview
    • Stock Layer Templates
      • Content Layer Templates
        • Video
      • Generative Layer Templates
        • Checkerboard
        • Color grid
        • Gradient
        • Mapping ID
        • Render Time
        • Scroll Texture
        • Send Texture
        • Solid Color
        • Strobe
        • Text
        • Texture to Mapping
      • Control Layer Templates
        • Go to Marker
        • Go to Section
        • Receive message
        • Send DMX
        • Send message
        • Set Fade
        • Set Timeline State
        • Set Volume
    • Layers
      • Layer Properties
      • Layer Layouts
      • Cross-fade
    • User Layer Templates
    • Variables
      • Variable Management
      • Control Variables with DMX, OSC, or Curves
    • Nodes
      • Node Connections
      • Node Action Flow
      • Order of Node Execution
      • Texture Processing
        • LUT
        • Luma Key
        • Rotate
      • Computer Vision
        • Optical Flow
        • Find Blobs
        • Mog2 Background Subtraction
        • Combine
        • Convert CV Color
        • Subtract
  • Node reference
    • Node reference
    • Layout nodes
      • Lifeline and actions node category
        • Tick node
      • Texture generators node category
    • Device nodes
  • Content Playback
    • Video Formats & Codecs
    • Playing Video
    • Playing Image Sequences
    • Images
    • Playing Notch Blocks
  • Projection Mapping
    • Projection Mapping
    • Projection Study
    • 2D Projection Mapping Workflow
    • 3D Projection Mapping Workflow
    • 3DCal
    • Iris
      • Setting up Iris Device Node
      • Adjusting Focus
      • Adding and calibrating Iris camera
      • Calibrating projectors using Iris
      • IrisVirtual
    • AutoBlend
    • Warp & Blend
      • Texture Warp & Blend node
      • Texture Mesh Warp node
      • Texture Perspective Warp node
      • Texture Softedge node
      • Warp & Blend Output Window
    • Texture Mask
  • DMX
    • DMX Overview
    • DMX Setup
    • DMX Out
      • Fixture Editor
      • Output to DMX Fixture
      • Set DMX in Layer Layouts
    • DMX In
      • Adjust layer variables with DMX
      • Index manager
      • Get DMX in Layer Layouts
      • Control by DMX
    • DMX by UV
  • Unreal Engine
    • Unreal Engine Integration Overview
    • Required Unreal Engine Plugins
      • Installing LightAct Plugin
      • Setting up the Plugin
        • LightAct Runtime Actor
        • LightAct Custom Time Step
        • LightAct Timecode
    • UnrealLink
    • Texture Sharing
      • Thrower2UCam
      • Projector2UCam
      • ViewportUCam
  • Integrations
    • Camera and object tracking
      • Camera Tracking
        • Stype
        • Mo-Sys
        • FreeD
        • Ncam
        • SPNet
      • Object Tracking
        • PSN
        • BlackTrax
        • OptiTrack
        • Vive
        • Antilatency
      • Tracking Visualizer
      • Tracking Follower
    • Network
      • TCP & UDP
      • OSC
        • OSCLearn
      • TUIO
    • Serial
      • MIDI
    • Audio
    • Content IO
      • NDI
      • Deltacast
        • FLEX Management
      • ZED
      • RealSense
    • OSCIn
    • 10-Bit Displays
  • LightTrack
  • LightNet
    • LightNet Overview
    • LightNet Clusters
      • Scan Network
      • Connect to Secondary Machines
      • Transfer and Open Project
      • Cluster Management
    • LightNet Performance
      • Canvas Distribution
      • Layer Distribution
      • Asset Distribution
      • Viewport Object Distribution
      • VRAM Improvements
    • LightSync
  • WebUI
    • WebUI Setup
  • GPU Management
    • EDID Management
      • Export EDID
      • Load EDID
      • Unload EDID
    • Synchronize GPU Outputs
    • Multiple GPUs
      • Mosaic
        • Set up Mosaic
        • Modify or Disable Mosaic
      • Primary Display
      • Workflow
    • DisplayPort - HDMI converters
  • Licensing
    • Licensing Overview
    • Adding or updating a License
    • Applying a License
    • Transferring a License
  • Troubleshooting
    • Iris Troubleshooting
    • Unreal Engine Integration Troubleshooting
      • Texture Sharing Troubleshooting
    • LightNet Troubleshooting
    • Notch Troubleshooting
    • GPU Management Troubleshooting
    • Asking for support
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  • Sections as Cues
  • Markers as Cues
  • Global Cues

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  1. TIMELINES
  2. Cues

Cue List

PreviousCuesNextOverview

Last updated 7 months ago

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You can access the Cue List window by going to Window and choosing Cue List.

In the Cue List window, you can see a list of all Cues included in the entire project and you can easily trigger predetermined Cue actions during a live event.

In the Position column, each Cue displays its position in the Timeline, as well as its position in the Timeline relative to the Playhead.

In the Trigger column, each Cue displays an icon that matches the On playhead pass property of a given cue. Clicking on the Trigger icon will prompt the Playhead to jump to that Cue and execute the On playhead pass action.

Good to know: If the Cue is placed beyond the timeline duration in the Timeline, its position in the Cue list window will have a yellow warning color.

Sections as Cues

Each Section set to Use as cue is visible and enabled to operate within the Cue List window. In it, you can determine what action should the Playhead perform when it reaches the selected Section in the Timeline or when the Section is triggered from the Cue list window.

Markers as Cues

Similar to Sections, Markers appear in the Cue List window when created and set to Use as cue.

Clicking on the Trigger icon of the Marker will trigger the action determined by its Play state property selected in its Properties window, while its On playhead pass will affect the location of the Playhead in the Timeline.

Good to know: Changing the Play state updates both the Trigger icon in the Cue List window and the Playhead flag of the Marker in the Timeline.

Global Cues

Global Cues allow you to trigger actions that are not tied to a specific position on the Timeline. This is useful in situations like fading out when a performer leaves the stage, ensuring flexibility and responsiveness during live events.

Event Global Variable

To add a Global cue, you first need to add a global variable of type Event.

Using the Layer Layouts, you can program the desired action you want to occur upon a trigger. You can do this by creating a Getter node from the Event variable which triggers a lifeline output anytime the Event variable is triggered.

Global Cue

From this point forward, clicking the Trigger button of the Global cue in the Cue List window will trigger the Event, regardless of where the Playhead is in the Timeline, as long as the Layer where the logic is programmed is active at the time of clicking.

Good to know: You can learn more about Getter nodes in the chapter.

Good to know: The layer template changes the fade of a video output, section, or layer when the corresponding Event variable is triggered.

To visualize an Event variable as a Global Cue in the Cue list window, click on the control icon to enable it.

Variable Management
Set fade
Cue List presenting all the Cues such as Sections and Markers
Cue Position changing in the Cue List option relative to the position of the Playhead
Pressing the Triggers in Cue List to change the Playhead position on the Timeline with only one click
To change Sections playstate can only be changed inside the Cue List window under the Playstate change option
Marker set to Use as cue is visible in the Cue list window
Changing the Action on playhead pass and Play state of Markers makes visible changes on the Marker tags in the Timeline and in the Trigger cue in the Cue list window