Announcement

Collapse
No announcement yet.

Unofficial DMX in Unreal MegaThread. 4.26+

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #16
    So I discovered 10.0.0.241 works best for ArtNet and I was able to get dot2 to connect to it by restarting my computer and crossing my fingers lol But I still haven't been able to get sACN to work properly.

    Comment


      #17
      The WashLED is causing the engine to crash in preview 5. Something to do with the base model and memory address.

      Comment


        #18
        I have written in Blueprints a DMX Analysis project. The project was in v4.26 Preview 4 where it was working fine. Upgrading to preview 5 broke it. This happens on both macOS and Windows. In the level blueprint I bind to the On Protocol Received event and it appears that this event is no longer being triggered. I have tried just attaching a PrintString node to the execute pin of the event and it is not being triggered. Interestingly, the DMX Channel Monitor is showing received DMX correctly. Is anyone else seeing anything similar ?

        Comment


          #19
          Originally posted by Andy_V_UK View Post
          I have written in Blueprints a DMX Analysis project. The project was in v4.26 Preview 4 where it was working fine. Upgrading to preview 5 broke it. This happens on both macOS and Windows. In the level blueprint I bind to the On Protocol Received event and it appears that this event is no longer being triggered. I have tried just attaching a PrintString node to the execute pin of the event and it is not being triggered. Interestingly, the DMX Channel Monitor is showing received DMX correctly. Is anyone else seeing anything similar ?
          I don't know how to put that in the level blueprint but while I was testing this on a fixture blueprint I noticed I wasn't able to receive any tilt data even though the Channel Monitor was seeing a change. The pan was working fine but it seems like most of the other inputs weren't working at all. I just get 0 from them.

          EDIT: Turns out if you use the wrong mode in the DMX Fixture Type it could throw off everything, even if they are the same channels. Worked once I set the mode correctly.
          Last edited by Nicrose37; 10-30-2020, 05:00 PM.

          Comment


            #20
            Hi everyone!

            Who can help? Can't find this info in any other sources... Is it possible to add a patch in DMX Library during runtime? For example I am choosing the right existing actor(created with GDTF file) from a drop down menu in UI. Then I placing it. And after that I should put universe and address values. After that, somehow record this info in DMX Library as a patched fixture... So the main question is how can I record it in patch in runtime thru BP?

            Comment


              #21
              A couple questions for the group:
              • What is the difference between / purpose of having the DMX Engine and DMX Protocol as different plugins? Just looking for an understanding of this logic.
              • What is the recommended performant way for processing dmx if the logic lives in the Player Controller? I see that one method is to Bind Event On Fixture Patch Received but this is for DMX Components and doesn't seem to be an option when using Player Controllers. I also noticed that Bind Event on Protocol Received has been deprecated. So is the only option left to use Tick?
              Thanks!

              Comment


              • Pixel_Epix commented
                Editing a comment
                Hey Zach,
                The engine relies on the protocol, however technically you could use the protocol on your own if you wanted to. Just to segment out possible code changes.
                You can still use on fixture patch received in player controller, you just have to get the patch, not reference the component. You can always use the DMX raw buffer options as well if you want to really dig into the low level data.

              #22
              I actually just realized you can add a DMX Component to the Player Controller. Assuming you don't add the component though, I'm not clear on how you could use On Fixture Patch Received since it wants a reference to the DMXComponent Object. So when you say you just have to get the patch can you clarify on how this would work exactly?

              Comment


                #23
                Originally posted by Nicrose37 View Post
                So I discovered 10.0.0.241 works best for ArtNet and I was able to get dot2 to connect to it by restarting my computer and crossing my fingers lol But I still haven't been able to get sACN to work properly.
                hi, just made some test with Ma2 onPc got same trouble with artnet protocol my network and all the setup is fine, but find a solution and switch to Sacn protocol all my fixtures and it works fine.Maybe a software bug for the artnet protocol active

                Comment


                • Pixel_Epix commented
                  Editing a comment
                  Dot2 is slightly different as it only allows you to pick 10 or 2 range IPs from what I am told. This is not a specific artnet limitation.

                #24
                Hi there, im looking to build a custom fixture ... A single pixel LED panel with a perspex diffuser ... i imagined using a rectangle light component todo this ?
                Is there any good tuts for building and rigging custom fixtures currently?
                Thanks!

                Comment


                #25
                Originally posted by Black-Out design View Post

                hi, just made some test with Ma2 onPc got same trouble with artnet protocol my network and all the setup is fine, but find a solution and switch to Sacn protocol all my fixtures and it works fine.Maybe a software bug for the artnet protocol active
                I can't seem to get ma2 to work, are there any resources you used to help you that you can share?

                Comment


                  #26
                  Click image for larger version

Name:	201210_ControlLightingWithDMXin426.jpg
Views:	1372
Size:	298.6 KB
ID:	1838392 Next week Dec. 10 on Twitch livestream. 2pm EST.
                  https://www.twitch.tv/unrealengine

                  Comment


                    #27
                    First of all THANK YOU SO MUCH for making this.

                    I've been messing around with it and it is awesome so far!
                    I have some limited experience with coding, mostly from my teenage years messing around with GNU/Linux.

                    I'm trying to make some Martin quantum profiles work amongst other things, I've grasped how to change certain attributes in the blueprints, so Im making child instances of the original and making my own from there.
                    The gobo seems easy, I have'nt looked into what math or node/logic i have to set up to do CMY colourmixing so i might ask on some tutorial/material to read up on in the future, but for now I'm having trouble understanding the effect parameters in the strobe component of the moving head: In the effect table there are parameters of EffectMin and EffectMax.
                    Could you explain what these are? and how they work in relation to the effect type?

                    Comment


                      #28
                      HI All,

                      Another temporarily out of work lampy here. I've been prodding at the UE preview as they've been released and i get how the different pieces relate to one another, but always falling at what I assume is a pretty basic hurdle.

                      I can't get a custom gobo wheel to work. I create the individual gobo images, the gobo disks, use the table in the example fixture as a template to build a table that will match the data sent form a desk. Assign them all in a copy of the default MH blueprint (not a child). But it doesn't work properly, and the gobos are effectively split over two slots, and depending on I-don't-Know-What the split will be anywhere across the gobo. Adjusting the size of the gobo images seems to have some effect, but even matching the default gobo sizes doesn't seem to work. There seems to be some magic manipulation between the disk, the individual gobos and the table that isn't evident to me. Attached a video of the phenomenon, with table in view. Anyone have any ideas, or am i just being really thick?

                      Also, since preview 7 (i think) If i try to change the Colour Disk assigned to any fixture, the editor just crashes outright. This is why the above uses a copy rather than a child, so i can remove the colour wheel and replace with colour (RGB).

                      I'd love to be able to create a set of fixtures that match real fixtures or as close as possible. I'm not asking for things like rotating shutters (although i'm sure there are people who could do that) but the basics of gobos, colour wheels, prisms etc...



                      Comment


                        #29
                        Originally posted by NotAnotherTom View Post
                        HI All,

                        Another temporarily out of work lampy here. I've been prodding at the UE preview as they've been released and i get how the different pieces relate to one another, but always falling at what I assume is a pretty basic hurdle.

                        I can't get a custom gobo wheel to work. I create the individual gobo images, the gobo disks, use the table in the example fixture as a template to build a table that will match the data sent form a desk. Assign them all in a copy of the default MH blueprint (not a child). But it doesn't work properly, and the gobos are effectively split over two slots, and depending on I-don't-Know-What the split will be anywhere across the gobo. Adjusting the size of the gobo images seems to have some effect, but even matching the default gobo sizes doesn't seem to work. There seems to be some magic manipulation between the disk, the individual gobos and the table that isn't evident to me. Attached a video of the phenomenon, with table in view. Anyone have any ideas, or am i just being really thick?

                        Also, since preview 7 (i think) If i try to change the Colour Disk assigned to any fixture, the editor just crashes outright. This is why the above uses a copy rather than a child, so i can remove the colour wheel and replace with colour (RGB).

                        I'd love to be able to create a set of fixtures that match real fixtures or as close as possible. I'm not asking for things like rotating shutters (although i'm sure there are people who could do that) but the basics of gobos, colour wheels, prisms etc...


                        I'm having the exact same problems as you.
                        Spent some time today making gobo images for a Quantum profile. Made individual images and the wheel image, adjusted the DataTable to correspond to the quantum profile. And it all seems misaligned, one or two gobos work. I have no why this happens either, i tried making sense of the BluePrint eventgraph but am at a loss..

                        Also have a crash when i mess with the colorwheel, replacing the table with my own colours and colorwheel image.

                        Hope someone can help!

                        Comment


                          #30
                          Used it yesterday patching some 170 fixtures but allready after 34 fixtures patched it started crashing, its beta 0.1 so after every 2 fixtures i patch I save, Luckily the engine makes it easy to save en restarts fast, i also send crashreports everytime ... Anyhow Im very impressed and it works very well

                          Comment


                          • Pixel_Epix commented
                            Editing a comment
                            When you say it crashes while patching, what do you mean exactly? When you are just adding things in the patch of the DMX asset, or something in the level editor. I am curious as I have been using this for months and have not had it be that unstable.
                        Working...
                        X