Live FX Documentation
  • 📚Getting Started
    • Introduction
      • Feature Comparison
      • Download & Install
      • Settings
        • System Settings
          • Custom Commands
          • Advanced
        • User Settings
        • Video IO Settings
          • Black Magic Troubleshooting
      • Helpful Shortcuts
        • Construct Shortcuts
        • Player Shortcuts
        • Viewport Shortcuts
        • ColorFX Shortcuts
        • Stage Lights Shortcuts
    • The Basics
      • Project Settings
      • Change Shot Framerate and Resolution
      • Change the Shot Length
      • Timecode
      • Working with Layers
      • General Tips
    • Helpful Links
    • First Time Start-Up
    • User Interface
  • ⚡Quickstart Example Projects
    • Simple Video Playback
    • Green Screen with 360 Background
    • LED Wall - Projection Mapping
    • LED Wall - Without Projection Mapping
    • Packaged Unreal Engine project Example
  • 📼Video Playback
    • Video-IO Settings
    • Playback h.264 files
    • Import Media and Maintain Folder Structure
  • 🎥Camera Tracking
    • Camera and Lens Calibration
    • Camera Trackers
      • REtracker Bliss
      • ZEISS CinCraft Scenario
      • MoSys
      • Stype
      • OptiTrack
      • HTC Mars Camtrack
      • Free D
      • iPhone Apps
    • How to apply camera tracking to a layer, image, or mask
    • How to manually adjust camera tracking speed and delay
    • How to delay the Inner Frustum
    • How to apply FIZ (Zoom and Focus) from Camera Tracking
  • Motion Control
    • Mark Roberts Motion Control (MRMC)
    • Motorized Precision
    • eMotimo
    • SISU
  • 🟩Green Screen Workflow
    • Qualifiers
    • Green Screen with Set Extension Workflow
    • Working with Ultimatte
  • 📺LED Workflow
    • Setting up an LED Wall
      • Set Up Nvidia Mosaic
      • Nvidia Multi-GPU Configuration
    • Stage Manager
    • How to make the inner frustum green
    • Switcher Node
    • Tips when using Projection Mapping
    • Using HDR
    • Projection Mapping Tutorials
      • Part 1: General Introduction to Projection Mapping
      • Part 2: : Projection Mapping - Media Types & Projection Models
      • Part 3: Projection Mapping on multiple walls
      • Part 4: Projection Mapping with Unreal Engine
      • Part 5: Set Extensions
  • 💡Lighting
    • Getting started with Image Based Lighting
    • Lighting Brands
      • Aputure
      • Creamsource
      • Kino Flo
        • Mimik 120
        • Freestyle
      • Prolycht
      • Quasar Science
    • How to Sample Multiple Video Sources through Videowall
    • Rec2020 Example Project
      • Megapixel HELIOS settings for Mimik
      • Blackmagic UltraStudio 4k Mini Settings
      • Setup Display Colorspace
      • Video IO Settings
      • Create and Set up your Project
      • Create and set up your Shot
      • Fix Jitter
  • 🎮Unreal Engine
    • Known Issues with Live FX <> Unreal
    • Set up Unreal Engine with Live FX
    • Play your Unreal Engine scene as a Game
    • How to Package an Unreal Engine Project for Live FX
      • Command Line Arguments
      • Before You Package
    • Unreal Web Remote Control (Optional)
    • Control UE through OSC
    • Take Recorder
    • Working with Sequencer
    • Unreal Optimization
      • Console Commands / Command Line Arguments
      • List of all Console Variables and Commands
        • Scalability Groups Console Variables
        • Renderer Console Variables
      • Baking Light
      • DLSS
  • ©️Cuebric Workflow
    • Projection Mapping with Cuebric Files
    • Non-Projection Mapping with Cuebric
  • 🧊2.5d Workflow
    • Projection Mapping 2.5d Workflow
    • Non-Projection Mapping 2.5d Workflow
  • 🖥️Multi-Computer Workflows
    • Sync Players
    • Sync Projects across Multiple Nodes
  • 🌅Live Looks - Live Grade LED Walls
    • How to Purchase and Install Live Looks
    • How to set up Live Looks with Brompton
    • Live Grading with Live Looks
  • 🗃️Compositing
    • Working with the Alpha Channel
    • Re-Map EXR channels
    • Working with Mattes
    • Opacity and Blend Modes
  • 🆘General Troubleshooting
    • 📰Licensing the Software
    • 🕙Dealing with Delay
    • 🖥️Networking Tips
    • ❓Frequently Asked Questions (FAQs)
      • Does Live FX support Unreal 5.3?
      • Why won't Live FX open when I have a second monitor hooked up?
      • How do I switch the toolset from Live FX to Scratch?
      • Where is the record button?
      • Why is my image dark (or why are my colors wrong)?
      • How do I close Live FX?
      • How do I minimize Live FX?
      • What is SCRATCH? What is Assimilate? Are they the same thing as Live FX?
      • How do I change the mouse from moving in circles to left/right?
    • Stuttering Playback
  • 📘User Guide (Old)
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On this page
  • Overview
  • 1. Download Example Packaged Project
  • 2. Create a shortcut
  • 3. Open the Example Project
  • 4a. Green Screen Setup
  • 4b. Projection Setup
  • 4c. Basic Capture
  • 5. Set up Unreal Live Link
  • 6. Web Remote Control
  • 7. iPad and iPhone wireless monitor
  1. Quickstart Example Projects

Packaged Unreal Engine project Example

PreviousLED Wall - Without Projection MappingNextVideo Playback

Last updated 1 year ago

Overview

The Live FX/Unreal Engine workflow allows you to build your Unreal Engine Projects to a game, that can exist as an .exe file.

This means that if you plan ahead and , your Unreal Project can work without Unreal Engine even installed on the host machine, complete with camera tracking, projection mapping, and Web Remote Control if you need it!

If you want to follow along with this example, you do not need to have Unreal Engine installed, just a Windows computer with Live FX already installed and set up.

Here is a complete video walkthrough:

1. Download Example Packaged Project

Download the .zip folder above.

EXTRACT WITH A TOOL LIKE 7 ZIP! The default Windows tool sometimes gives an error when trying to unzip large files.

In the folder structure, you will find the project “BH_Project.exe”.

If you open this, it will launch a full-screen game, but for it to work properly we’ll have to create a shortcut and pass some command line arguments in.

Even if there is a shortcut provided, you will likely need to make your own shortcut for this to work properly.

2. Create a shortcut

  1. Right-click on the BH_Project.exe, and go to Create shortcut.

I’ve renamed the shortcut to “OnScreen1920x1080”

  1. Now right-click and go to properties on the shortcut.

IF YOU ARE RENDERING OFFSCREEN, YOU WILL NOT SEE THE EXPERIENCE LAUNCH, PRESS CONTROL+ALT+DELETE TO SEE IT AND TO CLOSE IT.

3. Open the Example Project

Now open the shortcut, if rendering offscreen you will not see it, but Live FX will.

4a. Green Screen Setup

There are a few different ways we can set up a shot with Unreal in the background.

If you are using a Green Screen workflow, go to the construct press the Live Setup button, and choose Green screen with Unreal background for the Model.

Under Unreal Capture, select Unreal Texture Share.

4b. Projection Setup

From the construct select Projection Setup, under Project Media, select Unreal Texture Share.

Then follow whatever projection mapping methods you normally use.

4c. Basic Capture

If you want to play the UE project on the wall, but not use the Projection mapping workflow, you can just click Live Setup, then Basic Capture, and under Foreground / Camera, choose Unreal Texture Share.

For this tutorial, I will use this last option, Basic Capture, but the next steps are the same, regardless of your setup.

5. Set up Unreal Live Link

  1. Click on the Live FX menu, then click on the Live Links Menu.

  2. Click on Unreal Live Link. Press On.

    (Optional) Click Broadcast.

  3. If using camera tracking, make sure your tracking is set up correctly and that you press “Apply” so that it applies to your camera.

  4. If not using camera tracking, go to the Camera tab and press “Active”

    You can manually move the camera in UE, by changing the Tracker / Animation values.

We can see from the screenshot below that we’ve set everything up correctly because we see the Watertower demo in the viewport (through the Unreal Texture Share layer), the Live Link has a frame counter, counting frames below the Scale in the Unreal Live Link window.

6. Web Remote Control

With the WaterTower demo working, and if you passed the -RCWebControlEnable -RCWebInterfaceEnable flags in the shortcut link before you launched it, you should now be able to control certain aspects of the Unreal Engine scene.

Open a browser and enter “localhost:30000”

You should see this window above and be able to control the time of day, and cloud coverage as well as many other parts of the Unreal Engine scene, in this example I changed the time to 1800 (6pm).

7. iPad and iPhone wireless monitor

You can use the Unreal Engine Remote app with the packaged project, to use as a wireless monitor of just the Unreal scene. This can work with multiple devices, doesn't affect the performance of the host machine, and is NOT synced to the host machine.

  1. Make sure the host computer and the iPhone are on the same wireless network.

  2. On the iPad or iPhone, open the app and enter the ip address of the host computer. You can find the ip address on the host machine by opening command prompt and use the command ipconfig to see the ip address(es).

Here is a demo exe file:

Paste these in the target field, after “...exe”, with one space after the end (with or without -RenderOffscreen, if you want to be able to see it or not). Text to copy and paste: -RenderOffscreen -ForceRes -ResX=1920 -ResY=1080 -RCWebControlEnable -RCWebInterfaceEnable -t.MaxFPS = 23.976 Should look like this:

If you are using projection mapping, you should use a resolution that is the same aspect of your camera and what you want to render, for example, if you want to project 1920x1080 you'd use: -ForceRes -ResX=1920 -ResY=1080 If you are NOT using projection mapping, you should enter the resolution of your LED wall, or your monitor, as you want. So if your wall is 2560x1320, you’d use: -ForceRes -ResX=2560 -ResY=1320 And you would likely want to to match this setting as well. Whatever frame rate you are shooting in, your timeline should match and you should set that in your console variables, for example if you are shooting in 59.94, you would use: -t.MaxFPS = 59.94

If using an LED Wall, skip to the next section,

Click Connect. IP can be 127.0.0.1 if using the local machine The Port should remain 9001. If you see numbers moving at the bottom, this is set up correctly. YOU MUST HAVE AN ACTIVE CAMERA IN YOUR SCENE, MORE ON THIS BELOW

In the Camera tab, the camera is active and if I pan, it moves the Unreal Engine camera. If you have camera tracking enabled, when you move the camera, it should move correctly. If you are not using projection mapping, you can click on Manual and use the Position to move the Unreal Engine camera around your scene.

If you are using projection mapping, you cannot use the Position to move the camera in the Unreal scene without affecting your projection mapping. You could use Web Remote instead to move your camera in your scene.

Download the .

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https://www.dropbox.com/scl/fi/tfnwx5b8hkuy4cavxd4ku/WaterTower_v2.zip?rlkey=fshkrjb1sw8h2c5a8sjvoj4if&dl=0
change your timeline resolution
Unreal Remote 2 app
Projection Setup
package your project