How to run nDisplay by script or command line

If you launch the switchboard launcher and listener and execute the project from there, you can see the command being executed on the listener. You can use that in a .bat to launch the project in “ndisplay mode” or you can add the launch arguments to a shortcut.

Here is an example on how to launch a built project:

“{YOUR_PROJECT_PATH}\Built_project.exe” -game None -messaging -dc_cluster -nosplash -fixedseed -NoVerifyGC -noxrstereo -xrtrackingonly -RemoteControlIsHeadless -StageFriendlyName=“Node_0” -MaxGPUCount=2 -dc_cfg=“{YOUR_PROJECT_PATH}\ndisplay_config.ndisplay” -dx12 -dc_dev_mono -dc_node=Node_0 Log=Node_0.log -ini:Engine:[/Script/Engine.Engine]:GameEngine=/Script/DisplayCluster.DisplayClusterGameEngine,[/Script/Engine.Engine]:GameViewportClientClassName=/Script/DisplayCluster.DisplayClusterViewportClient,[/Script/Engine.UserInterfaceSettings]:bAllowHighDPIInGameMode=True -ini:Game:[/Script/EngineSettings.GeneralProjectSettings]:bUseBorderlessWindow=True -ini:Input:[/Script/Engine.InputSettings]:DefaultPlayerInputClass=/Script/DisplayCluster.DisplayClusterPlayerInput -unattended -NoScreenMessages -handleensurepercent=0 -UDPMESSAGING_TRANSPORT_MULTICAST=“230.0.0.1:6666” -UDPMESSAGING_TRANSPORT_UNICAST=“127.0.0.1:0” -UDPMESSAGING_TRANSPORT_STATIC=“192.168.0.10:9030” -ExecCmds=“DisableAllScreenMessages” -windowed -forceres WinX=2560 WinY=0 ResX=2560 ResY=1440 -CONCERTRETRYAUTOCONNECTONERROR -CONCERTAUTOCONNECT -CONCERTSERVER=“Ventana_Espacial_test_benja_MU_Server” -CONCERTSESSION=“MU_Session” -CONCERTDISPLAYNAME=“Node_0” -CONCERTISHEADLESS -DPCVars=“Slate.bAllowNotifications=0,p.Chaos.Solver.Deterministic=1”

Probably some commands are not needed if you’re using just one machine.

You can also launch a project which is not prebuilt like this:

“C:\Program Files\Epic Games\UE_5.3\Engine\Binaries\Win64\UnrealEditor.exe” “{YOUR_PROJECT_PATH}\{PROJECT_NAME}.uproject” -game None -messaging -dc_cluster -nosplash -fixedseed -NoVerifyGC -noxrstereo -xrtrackingonly -RemoteControlIsHeadless -StageFriendlyName=“Node_0” -MaxGPUCount=2 -dc_cfg=“{YOUR_PROJECT_PATH}\ndisplay_config.ndisplay” -dx12 -dc_dev_mono -dc_node=Node_0 Log=Node_0.log -ini:Engine:[/Script/Engine.Engine]:GameEngine=/Script/DisplayCluster.DisplayClusterGameEngine,[/Script/Engine.Engine]:GameViewportClientClassName=/Script/DisplayCluster.DisplayClusterViewportClient,[/Script/Engine.UserInterfaceSettings]:bAllowHighDPIInGameMode=True -ini:Game:[/Script/EngineSettings.GeneralProjectSettings]:bUseBorderlessWindow=True -ini:Input:[/Script/Engine.InputSettings]:DefaultPlayerInputClass=/Script/DisplayCluster.DisplayClusterPlayerInput -unattended -NoScreenMessages -handleensurepercent=0 -UDPMESSAGING_TRANSPORT_MULTICAST=“230.0.0.1:6666” -UDPMESSAGING_TRANSPORT_UNICAST=“127.0.0.1:0” -UDPMESSAGING_TRANSPORT_STATIC=“192.168.0.10:9030” -ExecCmds=“DisableAllScreenMessages” -windowed -forceres WinX=2560 WinY=0 ResX=2560 ResY=1440 -CONCERTRETRYAUTOCONNECTONERROR -CONCERTAUTOCONNECT -CONCERTSERVER=“Ventana_Espacial_test_benja_MU_Server” -CONCERTSESSION=“MU_Session” -CONCERTDISPLAYNAME=“Node_0” -CONCERTISHEADLESS -DPCVars=“Slate.bAllowNotifications=0,p.Chaos.Solver.Deterministic=1”

You can export an .ndisplay from the corresponding ndisplay configuration asset, inside Unreal.

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