How to change Gobos of original BP-MovingHead

Hello,

I am trying to adjust the BP_MovingHead so it represents my actual real life moving head. Right now I am trying to adjust the GoboWheel.
My real Gobowheel is holding 7 gobos, while each gobo is called with an exact DMX-Value (1=gobo1, 2=gobo2 and so on). In Unreal the Datatable is using 15 Gobos and the DMX-Values have a range (gobo1 = 37-73 and so on).
I erased the Lines for Gobos I don’t need, replaced the textures with my gobo-textures in the data-table and changed the Range according to the manual of my Moving Head.
Then I replaced the DataTable in the GoboWheel-Component.

However: My Moving Head in Unreal keeps using the default unreal Gobo-Textures AND is no parking the gobo-wheel in the middle of 2 textures. I am seeing half half of 2 Gobos.

How would I do it correctly to get my 7-Gobo Gobowheel working (or actually the Moving Head has to 7-Gobo Gobowheels).

thank you!

I’ve spent all day on the same problem! Unfortunately, documentation on these aspects is virtually non-existent, lol. It seemed mysterious that changes made to the GoboWheel_Table or the linked textures were having no effect.

Eventually, I managed to figure it out. The answer lies in the “Clean Disk” and “Frosted Disk” (T_GoboDisk_01_Clean and T_GoboDisk_01_Frosted). These need to be copied to your project folder and then edited too, and then the Gobo component of your copied BP_MovingHead will need to be updated to reflect these as well.

I’m just not entirely sure yet how to perfect the alignment. I see there’s a M_BakeGoboDisk.uasset in Plugins\DMXFixtures\Content\LightFixtures\Tools which I’m guessing (from what the name suggests?) that it somehow bakes all of the individual textures from the GoboWheel_Table into the GoboDisk texture automatically? or perhaps does something else on runtime? I have no idea on that, though..

Result:

Hope this helps you too ! Good luck