showstack / software / unreal-engine
Unreal Engine
Real-time 3D engine that became core infrastructure for virtual production and increasingly for live event content, driving LED volumes with camera-tracked in-camera VFX.
Protocols it speaks
| Protocol | Direction | Notes |
|---|---|---|
| osc | bidirectional | OSC in and out via plugins. |
| art-net | bidirectional | DMX in and out through the built-in DMX plugin. |
| sacn | bidirectional | sACN through the DMX plugin. |
| ndi | bidirectional | NDI via plugin. |
| ltc | in | Timecode via plugin and hardware. |
| psn | in | PosiStageNet via plugin. |
| freed | in | FreeD camera tracking input via Live Link, the usual path in an LED volume. |
What to watch for
A virtual production volume is a synchronised system: engine frame rate, genlock, camera shutter and LED processor all have to agree, and any one of them being wrong looks like a content fault.
nDisplay clusters need identical machines and configuration. A mismatched node is not a degraded node, it is a visibly wrong one.
Project size and build times make last-minute changes expensive. Treat content freeze the way a broadcast production would.
Typical use
- LED volume virtual production
- Real-time generated content for concert screens
- Previsualisation of a lighting and video design
Sources
- Unreal Engine — Epic Games primary
Understand the mechanism
Something wrong, or missing?
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