LightAct 4 Docs
LightAct WebpagePDF Version
  • 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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On this page
  • Setup in Unreal Engine
  • Setup in LightAct
  • Getting the texture into LightAct

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  1. Troubleshooting
  2. Unreal Engine Integration Troubleshooting

Texture Sharing Troubleshooting

If you cannot get Texture Sharing to work on your computer, please follow this guide. It will allow give you more details into what might be the problem.

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Last updated 2 years ago

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

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.

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.

Setup in Unreal Engine

  1. Launch Unreal Engine 5.1.1 from Epic Games Launcher.

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

  1. Copy our plugin into Plugins folder.

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

Setup in LightAct

  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.

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

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

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

  1. Open UnrealLink window and select your .uproject Unreal Asset.

  1. 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).

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

  1. 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).

If you've made it this far, it means LightAct can successfully launch nDisplay cluster. That's good!

What if I don't see the nDisplay output window?

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.

Getting the texture into LightAct

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

  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.

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

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.

What if I still can't get the texture across?

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