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
  • đŸ“ŧVideo Playback
    • Video-IO Settings
    • Playback h.264 files
    • Import Media and Maintain Folder Structure
  • đŸŽĨCamera 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
  • đŸ“ēLED 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
  • ÂŠī¸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
  • đŸ–Ĩī¸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
  • đŸ—ƒī¸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
    • đŸ–Ĩī¸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. Install Web Remote Control
  • 2. Set up Remote Control
  • 3. Control Unreal Engine through Web Remote
  • 4. iPad or iPhone App (Optional)
  • 5. Copy Webapp into Executable
  1. Unreal Engine

Unreal Web Remote Control (Optional)

PreviousBefore You PackageNextControl UE through OSC

Last updated 1 year ago

Overview

Web Remote Control is an excellent way to control many parameters of Unreal Engine through a web browser.

This way you can give an iPad to a Gaffer and allow them to make changes to the Sun and Skylight, for example.

Web Control goes a lot deeper and there are many things to learn, this training will only talk about setting up Web Remote Control for use with Live FX, it will not teach you how to use Web Remote Control in depth.

This plugin makes it easy to control UE through a web browser, and is helpful for Virtual Production in general, but is not required for Live FX to work properly.

Not all parameters work when you package your project, even if they work in the editor. And not all parameters work when you use the -RenderOffscreen option.

Custom Blueprints with Construction scripts that control variables don't seem to work when packaging games.

For more information on Web Remote Control, visit the documentation:

If WebRemote by any chance doesn't start, if UE says "Failed to build WebApp" error, this is what steps you need to do:

Navigate to WebApp folder in (your local installation path >UE_5.3/Engine/Plugins/VirtualProduction/RemotecontrolWebInterface/Webapp In WebApp folder, delete the Node-v16.17.0 (in my case what it was called) UE expects Node.js minimum version: 8. - maximum version: 14.15.5.

Start up UE, in your project double-click on your WebRemote Preset and UE should start building WebRemote dependencies.

1. Install Web Remote Control

  1. Go to Plugins and search for Remote Control.

  2. Enable the plugin, Remote Control API (built-in).

  3. Enable the plugin, Remote Control Web Interface (built-in).

  4. Restart Unreal Engine.

You must enable both plugins for it to work properly!

2. Set up Remote Control

  1. Somewhere in your Content browser, right-click, go down to “Remote Control” and click on “Remote Control Preset”.

  1. Drag the Remote Control Preset into the level.

This is important if you want to package your project later.

  1. The Description name is what is visible, so make sure to rename this to something that will be obvious what it is like "Sun Rotation".

  2. Click on an item you want to be able to control to see what you can control. For this example, let’s click on the Directional Light, and turn the Light Color and Intensity eyeballs on.

  1. Now click on “Web App”

  1. Choose whichever you want, I will use Build Your Own UI.

  2. Toggle “Control” to “Design” and click on the “Properties” tab.

  3. Click and Drag “Light Color” and “Intensity” to the middle of the right side of the screen to start building your UI.

3. Control Unreal Engine through Web Remote

  1. Switch back to Control. You can now control the Light Color and Intensity of the Directional Light, from your web browser!

  1. Open a browser. Type in 127.0.0.1:30000 Control through your browser!

4. iPad or iPhone App (Optional)

5. Copy Webapp into Executable

Double-click on the newly created Remote Control Preset. This opens a new window and now, an eyeball icon shows up next to any items that you can remotely control in the outliner. A closed eyeball icon means that this parameter is not exposed in your Web Remote Control. An open eyeball icon means that this parameter is exposed, and you can control it.

If you want to control from a different device on the same network, enter the host's ip address:30000 into the browser. For example, it would look something like 192.168.1.23:30000 To find your

If you have a compatible iPhone or iPad and are connected to the same network as your Unreal Engine machine, you can use the application from the App Store:

If you are planning on using the Remote Control with an executable,

🎮
https://docs.unrealengine.com/5.3/en-US/remote-control-web-application-for-unreal-engine/
https://apps.apple.com/us/app/unreal-remote-2/id1374517532
make sure to follow these steps at this link.
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computer's IP Address you can follow the steps here.