Thrower2UCam
Last updated
Last updated
Please note, Unreal Engine integration has changed significantly for Unreal Engine 5.3 and 5.4, so this User Doc is outdated.
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.
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:
Refer to UnrealLink chapter for detailed instructions.
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.
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.
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.