Be sure you set your MagicQ Universe, to visualiser ART/Sacn same PC, if you take another for example Capture the MagicQ becomes very slow, het everything works very fine and fast with correct settings
Does anyone know how to trigger a Niagara FX ( from Realistic Starter VFX Pack Niagara ) with DMX like there is a dimmer channel controlling the start and stop of the fx, Thank you very much I was able to find a solution myself, just took a copy of the Pyro BP en changed the Niagara fx to what I wanted, now everything working like i wished
Does anyone from the development team know if the GrandMA3 Viz-Key is something that may be supported in the future? It would be an enormous step toward Unreal being a go-to for pre-vis for professionals in the industry.
Thank you for developing this plugin, exciting stuff!
I am thoroughly enjoying messing around with the DMX components and the tutorial is excellent. I have been able to sift through my issues and am now working on properly implementing DMX heads. I noticed that there is no prism function, so would this be more equivalent to number of beams, or something else? In addition, the moving head I was working with has a channel for gobo selection & shake, gobo wheel, and gobo spin. When I mapped these, I don’t think they worked correctly. Nor did mapping the colors work. I was testing the Elation Artiste Mondrian, which uses CMY, CTO, and RGB. In addition, I do not see a function for CTO adjustment (color temp).
Hi. I believe I have found a bug within UE4 DMX/Artnet setup. I am trying to get an ArtNet broadcast from Soundswitch (running on a macbook pro laptop) into UE4 running on a PC. I have successfully done this by using Soundswitch on the PC (same CPU as UE4.) The bug comes in here; I can actually get DMX data to show up within the UE4 project DMX monitor, from Soundswitch running on the MBP, and it follows DMX changes correctly, however when I press play the DMX data does not trigger the internal lights. If I use Soundswitch from the PC, data shows up correctly and lights work as well. Am I missing something here? Thanks. fairly new to UE so maybe I’m missing a setup feature within blueprints, etc.
i came across this plugin today, had to download Unreal right away!
But there are som questions in my mind:
*) Is there a way to get a second gobo wheel on a fixture?
*) Are prisms planned?
I experienced the same issue:
SoundSwitch seems to send ArtNET on Universe 0 and 1, but the ArtNET-Plugin in UE4 receive only above 0. It’s a counting issue from the developers I think. Try to send ArtNET in Universe 2 with SoundSwitch, that should work.
How do you get a connection between SoundSwitch and UE4? I have to use external programs like DMX Control3, because SoundSwitch only sends Unicast and UE4 receives only Broadcast so far.
A question about the Take Recorder. It seems that recording an artnet stream of more than 3 universes causes problems, perhaps because it seems to be writting for all fixtures separately.
Is there a way to set this, or to import artnet data into Unreal Engine and have it played by the sequencer without passing by the take recorder ?
This could be of importance for all kind of big scale projects, such as architectural lighting.
I am having trouble getting the pyro/sparkler, strobes, and lasers to respond in UE. What fixtures are these based off of or what is the setup for those in the DMX controller? i.e. parameters and settings for the channels
So in reference to everyone trying to get custom gobos working, the gobo tables is just a value reference, changing the linked file does nothing sadly…
The way UE4 does it is the whole wheel is one long thin strip and then there are pre-determined points for it to snap to along the ‘ribbon’ so the way to change it is if you open up the blueprint for your moving light, then go to the GoboWheel_Component and at the bottom of the details panel on the right, open up DMX Gobo Wheel and double click on the Clean Disk image, it’ll show you your ‘wheel’. What you then need to do is find it in the content browser, download it and either edit it or upload an identically sized image, making sure that you keep each gobo the EXACT same size as they will overlap otherwise, then you need to create a blurry version of that ribbon and put that into the Frosted Disk slot.
If you need to know the size of the image, unreal will tell you when you double click on it in the blueprint editor.
Be careful though that if you change the empty slot, you won’t have an empty slot (easy to do with the likes of Vipers and BMFLs etc)
With MVR, it will be really competitive with other lighting visualizers
Hi! First of all I’m so happy about DMX support in Unreal Engine. Before, I was using Quartz Composer + CoGe VJ + Madmapper to drive my LED stripes for my shows, but since 2 of these softwares are obsolete now I decided to join the Unreal Engine train! ^_^/
Not sure if it’s the correct thread to ask about these features, but are my questions:
In DMX Pixel Mapping, is there already a way to change the angle of a mapping, for exemple rotate a DMX screen by 33 degrees when trying to map leds stripes with triangles. A workaround I found is to use multiples scene captures cameras and have each of them at a different angle. But it’s not very convenient.
Another question is how can I visualise on a fixture the result of a DMX Pixel Mapping? For exemple if I have 8 led stripes of 150 pixel each on one universe, I would like to see the preview inside the viewport also. I tried using a BP_Matrix from the DMX plugin fixture library with the same size (x1*y150) but I’m blocked on linking them with the DMX Pixel Mapping result.
Is it possible to “stream” back to a fixture what is mapped from a DMX Pixel Mapping?
EDIT: basically what happens in this video tutorial: MadMapper + Ue4 Pixel Stix tutorial - YouTube but with DMX Pixel Mapping replacing Madmapper. You can also see how the fixtures can be rotated in Madmapper.
I’m having a hard time getting ArtNet from another computer into my UE4.26.1 project (using the demo pre-viz starter project). Using ArtNetominator I can confirm that art net is making into the UE editor computer. Plugins are active, Receive DMX is active, Interface is selected with correct IP range, Firewall is off for UE Editor… But when I bring up DMX Channel Monitor for universe 1 (same that ArtNetominator monitoring), no data is actually making it into UE. Is there some additional state that the project has to be in to actually receive DMX? Thanks
Have you created an Art-Net controller under the DMX Library and set it to broadcast?
Try bringing up the DMX activity monitor instead. This will show you activity on any universe. Art-net begins at universe 0 but most lighting desks will show this as universe 1
Any links to enttec dmx device setup? I wanted to see how to set up assorted devices to work with unreal 4.26, I have a usb pro, and ode mk2. Does the pro work the same way for setup over usb as the mk2 one does with ethernet jack?
Please help me!!
Please show me a screenshot of the blueprint for controlling CMY.
Thanks for the CMY video.
It was very helpful.
I want to know how to use Gobospin_Compornent.
I don’t know how to change the material. Please show me a video dedicated to adding a second gobo wheel.
Thank you for your help.
I’m trying to play back the MA2 data used in the actual show in UE4. Therefore,I want to separate the channel to select gobo and the channel to rotate.
Even if I remove the GoboWheel_Compornent mark and then add Gobospin_Compornent, it doesn’t work. Should I change anything else?
I also want to ask about color.
Both when using RGB and when using CMY, the red is very light. Like amber. Is there a way to display a darker red?
It displays a thin beam light like Sharpy. Even if the quality level is set to Ultra, the beam will be displayed roughly when the camera is pulled.
Is there a solution?
I am using RTX3090.
I found this cool video from Danger, they used the DMX plug in for sure (right?) :
I find the shaky camera a bit too much but otherwise it’s awesome.
Do you guys know if the virtual shows in Fortnite also use the DMX plugin?
I am a lighting designer. after watching DMX Previs Sample video, I set the same environment. UE4.26 and GrandMA Console. and made GDTF.
I could control the moving_lights with Dot2 on PC program. But when connected external console(MA2), I can’t get any DMX data through Artnet.
I checked the data receiving from MA2. The artnet data is living. But I can’t see any data on DMX Activity Monitor in Unreal. It works well with Dot2 On PC. How can I connect with MA2 console???
Product Version: UE 4.26