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
  • Package Project
  • Install Microsoft Visual Studio
  • Package Project
  • Change game mode Default Pawn to none
  • Enable Remote Session
  • Copy Webapp into Packaged Project
  • Change Project Name
  • Working with Sequencer
  • Change Levels
  1. Unreal Engine

How to Package an Unreal Engine Project for Live FX

PreviousPlay your Unreal Engine scene as a GameNextCommand Line Arguments

Last updated 1 year ago

Package Project

Packaging a project is the same thing as building a game.

The first time you package your project, it has to cook everything and it usually takes a long time, but after the first successful build, it usually takes a fraction of the time. For example, it might take 30 minutes to build the first time, and 2 minutes to build the second time.

Some errors you get may be due to plugins that are enabled and do not need to be packaged. For example, I had Nvidia's OptiX denoiser and I got an error that stated

Install Microsoft Visual Studio

First, you must install a specific version of Microsoft Visual Studio, in a very specific way. Follow these instructions for 5.3, or search for the version you need:

Here are some other helpful resources:

Package Project

To package your project, go to Platforms>Windows>Package Project.

Navigate to a folder where you want it to go and press accept.

Change game mode Default Pawn to none

If you don't do this, then when the camera is not moving for 5 minutes or so, it will jump out of the camera and won't allow you to move the camera anymore.

You should also be able to change the game mode by using a console command.

Enable Remote Session

If you haven't done so already, make sure to enable the Plugin "Remote Session", which allows iPhones and iPads to connect via the web remote control.

Copy Webapp into Packaged Project

For web remote to work correctly, you need to copy over a specific folder and create a specific folder structure in the built folder.

  1. Copy the folder Webapp from your Unreal Engine folder, normally located in: C:\Program Files\Epic Games\UE_5.3\Engine\Plugins\VirtualProduction\RemoteControlWebInterface\WebApp

  2. Navigate to the built folder, go into Windows\Engine\Plugins By default, there is only a folder called Runtime in there.

  3. Create a new folder here called "VirtualProduction" *Make sure to spell it exactly like VirtualProduction with caps and no space in between.

  4. Inside VirtualProduction, create another folder called "RemoteControlWebInterface" *Make sure to spell it exactly like RemoteControlWebInterface with caps and no spaces in between.

  5. Paste the WebApp folder here.

  6. Check and make sure your paths and folders look correct, if done correctly it should look like this:

Change Project Name

To change the project name (what shows up when you open the Task Manager), you can go to the DefaultGame.ini file and rename the "ProjectName" to what you want.

Working with Sequencer

To start an animation sequence at the start, and to have it loop 999 times, set up your Level Blueprint like this:

Change Levels

In order to be able to change levels with Command Line Arguments, you will need to make sure you package your game with the levels you need to be able to load.

Then to open your map, you need to know the path that you put here, and paste it exactly as it is after the ...exe, with no "-". For example, it should look like this:

If you want to add any command line arguments, they would go after the map path. For example, this is how the whole path might look, notice the spaces. "C:\Users\Windows\LightSail.exe" /Game/StarterContent/Maps/Minimal_Default -RenderOffscreen

EP01 Setting Up Visual Studio 2022 for Unreal Engine 5: How to install Android SDK Platform Tools (ADB & FASTBOOT) on Windows 11 / Windows 10:

To break out the settings, right-click on the Settings pin and select "Split Struct Pin".

🎮
https://www.youtube.com/watch?v=HLwwpLYvY5Y
https://www.youtube.com/watch?v=OSp5_wBAVyQ
https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine/2
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