It definitely works in UE5 preview 2. I cannot say on a Mac as I don’t have one to test with. However I don’t normally use the DMX screen and use fixture groups. I’ll take a look, but Mac gets very little actual testing other than “Does it build?” since it’s not used very often with Unreal. Thanks for the update.
Hi thanks, I’ll give it a try with Preview 2 and give you feedback.
(!warning small off topic digression!) It’s a shame Unreal doesn’t have a better support for Mac, the new machines are really good (you can look at how fast Blender 3.1 is when using Metal).
If you feel like purchasing one for us, I’d certainly test with it. Unfortunately none of the advanced hardware rendering features in Unreal, (Nanite, Lumen, etc…) work on a Mac due to limitations in their API. It will be a while. It’s definitely behind DX12 and Vulcan in many ways. Also nDisplay, etc… are nVidia only.
PC is definitely preferred for any Unreal work.
Good evening I wanted to know in unreal when the MVR import function will be introduced? It would be fantastic to introduce it in version 4.27 or even in version 5.2 because for many of us workers and lighting designers it would be perfect since using VECTORWORKS would be ideal!
Furthermore, it would be perfect if the possibility of transforming the headlights imported from VW into ready-to-use headlights would also be included in the import of the MVR format, for example the automatic creation of BLUEPRINTs or if it is not possible it would be advisable to have the automatic replacement with BPs that the user creates and saves in his own library.
Thank you
Corrdially
We are working on MVR import for 5.1… Not sure 100% what will work and what won’t, but it’s in process…
How soon will it be available?
Been using DMX on 4.27 → 5 preview 2 and using a Nova p300c, alot of fun - but got the p600c to test and it does not play so well. It seems to send the data but only shows the data as the cable is being disconnected, it will show the correct light or effects that are being sent, however it shows nothing while connected, and only a 1 second of colour as its disconnected, does this sound like something from UE side? Same instructions work fine on the p300c. I can be available to test any settings if of help.
If it works with 1 light and not the other, I would tend to suspect it’s something with the light. If you can validate the DMX signal with other software then that also would point to the light. Maybe there is some setting in the 600. I’m not super familiar with those lights.
Hi, yeah it works with other lights but not on either 600, it is either doing something wrong, or its expecting data differently, is there a way i can get info to you on it? As the only visible thing i have so far, is, that if i send a red light to the 600, nothing will happen but if i physically go over and disconnect the cable, as it breaks connection, the light will shine red…
I find it quite strange.
The update from 4.27 to 5 worked great! The performance is much better now. There is one problem I found: In the DMX-Fixture Settings under functions, the channel offset is gone. Is there any way to fix this?
Hi everyone,
I’m working on a project involving lighting and the DMX plugin. All was working perfectly fine until a week ago, every single time I start the application and activate a light ( even a single one, even though before the project run fine with more than 200), the demo freezes and after a few seconds later it throws the D3D device being lost error.
I know it must be something involved with a shader, because if I remove the beam material ( just unlink de node) the application runs smoothly. The weird thing, this is not even a material i made myself, it came within the DMX plugin, and before has worked fine.
I know there is a ton of information about this topic, but none of the solutions worked for me. I tried to deactivate antivirus, update nvidia drivers, install studio nvidia drivers, etc.
I will attach the crash log and some images to explain my self better.
This is the materiali was talking about earlier, if I unplug the nodes the application runs perfectly, no error, but if i keep it like this, it will crash. I know it has sin and cos but is not enough reason to crash with only one light using this material.
The error:
And the error log:
MyDemo_2.log (78.4 KB)
Any help is much appreciated.
Kind regards,
Alejandro.
Any updates? I’m still encountering this problem. I tried to isollate the problem creating a new default level ( no render targets, no UI, anything) just one light. It still crasesh, in best case scenario frames drop like crazy (Only GPU, game and draw thread are fine)
I’m starting to thing my GPU is broken, the light and all its shaders and materials are the ones provided by the DMX plugin , so I don’t think I have messed up on something.
I am not sure honestly. This seems like a larger problem.
Keep in mind if by some chance you edited the material in the system content, it would be shared across all projects that reference it. The only real way to get it back to the original is to re-install the engine, or get the entire plugin folder from source code.
GPU problems are much more tricky. I’d also see if by some chance there was a driver change, etc… that might be responsible.
Hi Pixel_Epix, thank you for the response, I finally solved the problem. The issue was I had a custom pawn with 3 scene capture comp attached to it (in order to make a multi-window with the top, front, side and perspective view), for some reason I forgot to disable the scene comps tick so the GPU had to render the scene multiples times causing the GPU to crash, now with the render targets disabled all works fine.
I haven’t find a solution to make the multiwindow viable, it seems like my GPU can’t afford to make multiple renders when a fixture is activated ( I have a GeForce GTX 1660 Ti , so is reasonable to think my GPU is not good enough)
Thanks for the advice,
Kind regards,
Alejandro.
Halo. can you explain the kind of video or…project learning… like to connect a UE5 in an art live concert with a video wall and connect virtual and psychical fixtures… and the iPad virtual cam joins the movement of a virtual cam. Atmos PA with Yamaha DM 1000 of 30 kW is ready just to DMX ( UE5- DMX out module support?) control Martins washes and spot heds with led lights. All The Best!
you can check this video : Control Lighting With DMX In 4.26 | Inside Unreal - YouTube
Hi I am here to report the problem that is posed when you go to use Unreal Engine 5 to create set with DMX lights and devices it would be functional if to implement the import MVR it would be appropriate to resolve the question of importing GDTF files so that Also support the 3D model of the GDTF device so that once the GDTFs are imported into the irreal it is possible to work with tranquility and speed in the realization of a theatrical or live stage or even small projects. Also this thing will be very useful and functional even once Implemented the import of the MVR format because once the GDTF BPs have been imported into the contallet browser unreally when the MVR file is imported which will also imposted the DMX addresses including projectors and positions All other objects on the project when you decide to import projectors with the GDTF file inside are automatically replaced with previously imported GDTF files in Unreal. I hope this message helps you to improve and solve this problem !!! Greetings
Hi, I need help.
When I use Unreal 5 and link it with MagicQ, everything can be controlled except the position. I moved back to UE 4.26 and it worked. But the problem with UE 4 that I am facing is that i cannot use take recorder to record the DMX.
Another post begging and pleading for implementation of full GDTF support, models and everything. At this point I would be ecstatic, even if it meant waiting a little longer for MVR support. Maybe the two have to go hand in hand, but if not I volunteer to be a beta tester if you need any
Thanks!