UE5 NDisplay Render issues

Hey Guys,

So I am currently testing UE5 NDisplay and I’m having a weird issue. I am able to get everything working up to Render on the wall but for some reason NDiplay render doesn’t actually play unless you are moving the mouse on the screen. I haven’t had this issue before on UE4. The mouse needs to be moving for it to actually render. if the mouse stops moving it stops rendering. Any ideas what could be causing this issue. I did look into the mouse capture setting in the project setting but nothing seemed to do anything.

Hello,

I can’t help you, but I know there are not so many nDisplay users;)
Here rendering seem to work on two screen with nDisplay when I run with the switchboard, but I didn’t manage to get inputs from the keyboard, so I don’t know if rendering is working when I move in the map…

I hope your issue will be resolved and expect it’s not a bug from nDisplay in UE5.

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I managed to make nDisplay work, I created a new project and imported my scene.
It works well for me, so maybe create a new project from scratch to see if it solves the issue.

@shivering_tom Were you able to get mouse/keyboard inputs to work at runtime? I still haven’t been able to make that work…

Sorry, I didn’t see your post… Hope it works now. I had no input problems with NDisplay.
I know some inputs don’t work well apart from the Level Blueprint.
I had nothing more to do to make inputs work in nDisplay.

Hi. Have you solved this problem?The same problem happened to me before.
In my case, I solved it by putting this command in the Level Blueprint.

Slate.AllowSlatetoSleep 0

I don’t understand this command in detail, but it worked as before.
I don’t know if it will help you.I would appreciate it if you could try it.