We have a question regarding what the standard workflow should be regarding using Live Link Hub with an nDisplay cluster.
The main feature that we use Live Link Hub for is it allows Virtual production stages to take a single device that is receiving data (either through unicast, or by physical connection) and rebroadcast it to the rest of the cluster easily.
Normally, you create a Live Link Preset with your sources, and you assign that preset in switchboard to your Operator stations, but then only apply the preset to your primary nDisplay node, because only it should be listening for the data and will distribute it to the rest of the cluster with the Live Link over nDisplay plugin.
Given this standard workflow, the thought was we made a new Live Link preset that only contains live link hub as a source. The issue that we’ve had with this, is that we’ve had inconsistent results where the primary ndisplay node will not connect to hub. It doesn’t appear up in the list of connected clients.
A workaround, is to completely remove the presets from switchboard, and launch anyway. It would appear having the Live Link Hub plugin enabled makes it so that all instances will auto connect to live link hub, this works and we have the data going to the cluster. But, this is causing every single instance of unreal to connect including both processes running on each nDisplay node, while this works I believe this may have the same issue when previously we would assign a profile in DefaultGame.ini causing every instance to listen for live link data which can result in the data being out-of-sync across the cluster.
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