Unofficial DMX in Unreal MegaThread. 4.26+

Hello everybody. First, sorry for my english, this is a machine translation. My language is Spanish.
In my work we use the Light-o-rama software to control the DMX. We create a composition in the studio and then copy that composition to the show’s computer, and schedule the schedule to run automatically.
My question is:
Can a sequence created with Light-o-Rama be uploaded to UE to preview?
Is UE capable of exporting the sequences you make in the engine to later play them in Light-o-Rama?
Thank you and again, sorry for my English.

Hello,
The new show with dmx :slightly_smiling_face: :pray:

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Hi everyone,

I’ve been working on a virtual production app using the DMX plugin and I would like to switch protocols (from Art-Net to sACN and viceversa) during runtime. Is this possible? I know that the plugin allows that in project settings, but I would like to do it in a packaged build. I’ve been looking to the dmx plugin source code, but I’m not able to figure out how to do it.

Kind regards,

Alex.

Hello, I don’t know sACN but with artnet, it works very well, Thank you :slight_smile:

I took my GrandMA2 showfile, sent it to GrandMA3, and exported the MVR

Importing it into Unreal 5.1, all the positions and rotations are correct, but in the Outliner EVERYTHING in the DMXMVRSceneActor is blueprint BP Moving Head, with seemingly no way to replace each instance with the actual blueprint or the name of the fixture that’s in the DMX patch

The info is all in the project, but I’m missing an important step

Amy help appreciated

Hey, so you should be able to click on the Scene actor and replace any lights as a group with whatever fixture type most closely resembles what you need. These are based off the Fixture types that are inside the DMX library patch.

Ok, but it seems I can replace the fixture with a generic moving head or static light.
Could be useful if it reads the gdtf geometry

Correct, right now we don’t read the geometry as it was typically 3ds in the early days and we had no easy 3ds importer system. Now that gltf is the default it should be easier for us to implement. That along with reading other parts of the GDTF is coming in a future release.

A few updates on some project settings for DMX in 5.1

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I cannot figure out how to actually import the MVR. Where do I find that?

Hey Ygdrasyl, nice video! I was wondering, how do you go about creating the dancing crowd?

Hello,

Does anyone know why DMX behaves different in UE5.1 than it does in UE5.0?

In 5.1 I don’t have to simulate play for the lights to show up which I do have to do in 5.0.
The reason I had to go back to 5.0 was because the DMX previs sample project strobe attribute doesn’t work in 5.1.
UE5.1 also doesn’t show gobos properly for some reason.

5.1:

5.0:

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Hey Patrick,

Going to that menu for the MVR scene actor, selecting the most appropriate currently available blueprint, doesn’t seem to change anything. All the child fixtures are still called “BP_MovingHead” 1 thru 900 or whatever, and their characteristics remain unchanged. Do I need to re-import the MVR once those changes to the Scene Actor have been made and saved?

I’m guessing making a blueprint to match each GDTF profile I’ve imported (the Patch is perfect, everything where and what it’s supposed to be) would be a fairly difficult task, but doable. I’d go through the effort if I knew the MVR import would choose those blueprints though.

Also - am I doing something wrong in the import process that names all the imported fixtures BP_MovingHead xxx instead of the name of the fixture in the MA3 patch/MVR?

Thanks as always

I’m not 100% sure I know what you mean here, but I don’t think we label the actors it the world what they are in the patch with the MVR import. Might be something we added to 5.2? I’d have to look.
We don’t do anything to the BP fixtures just yet to change how they behave. You’d have to duplicate the BP actor, or make a child class and set it up how you want first, then replace with that fixture using the MVR scene actor.
The import is not necessarily going to choose the correct one by itself as it just does a very simple comparison of attributes. You’d still likely have to “match” them in the MVR scene actor, but it shouldn’t take too long as it would essentially replace each one of that “type” This could be automated with scripting if desired.

I recently did a webinar for Vectorworks where I showed the export/import process in a fair amount of detail. This should be about the same for 5.3, but this was made for 5.2 I believe.

https://university.vectorworks.net/course/view.php?id=2620__;!!N1d2nkBXpQ!KmsBf0hbVDdCBsVTyvTEAspPfeXhi9GhCfeUinF899t7HOidD6O95_8K4Vyn1JQftwpVoPH181EloBktTdX6YFEy$

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hey , DMX materials is not working properly in my own project , if you can see the screen shots , there’s no alpha coming in the materials , edges are coming black even the laser particle also black edges are coming , if a open UE default DMX template then it’s looking fine only whenever i import or turn on the DMX plugin in my own project then only it’s happening , can any solve this issue ?



I’m going to revive this thread… I’m on latest 5.4.x on macos and i get some dmx out to lights but no image preview in the pixel mapping “preview” pane and nothing on the lights… i have tried to recreate the fixatures multiple times and the mac does see the artnet box. I did hook it up to the pc and did the same steps with no issue and it works… and i DO see a preview unlike the mac side… I think something is just broken and that this is an unreal issue specifically… even 3rd party dmx software on the mac does work. but no proper dmx pixel mapping is working… and i don’t think the virtual dmx light mixer is either i tried prev version of 5.4 also with not luck and a fresh install. - This seems to be a pixel mapping issue mac only…