Unreal

Setting up Unreal Engine.

The SYNCRO-LINK MARK-ZERO makes use of the LONET-Unreal-Plugin created by Andy Jaroz of LOLED VIRTUAL

UE4.26/4.27 install

  • Download the latest plugin (1.7.0 or newer) from LOLED VIRTUAL’S Github site: [https://loledvirtual.com/documentation/docs/unrealreleases/]s(https://loledvirtual.com/documentation/software-downloads/unreal-plugin-releases)
  • Create a directory named ‘Plugins’ in your Unreal project folder, if it doesn’t already exist
  • Unzip the file to the \Plugins directory
Unreal Projects
myproject.uproject
└───Plugins
│   └─── LONETClient1.7
│        └─── LONETClient
│             └─── LONETClient1.7
│                  │   ...
│
│   ...

Open project in Unreal Engine

  • When you launch Unreal, open your project
  • Unreal may warn that files are missing, you can select compile from source to generate if needed
  • Unreal will let you know new plugins are available, make sure the LONET plugin is enabled
    • You can go to Settings -> Plugins and search for LONET
  • Open LiveLink
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  • Select ‘+ Source’, then LOLED LiveLink, set the port number to the UDP port you configured in dest.txt file

    • You can leave the IP address set to 0.0.0.0
    • be sure to click OK button to close
  • If the SYNCRO-LINK is configured properly and streaming UDP packets, you will see 4 green dots as shown below

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  • If you click on the …_Lens@… subject, under view options, you can show live frame data
  • As you rotate the lens, you should see these values changing, top field is focus distance in mm
  • If data is updating and you have green dots, then everything should be good with LiveLink

Configure XDClient

  • XDClient should be present in your project, looking at the ‘World Outliner’, which shows all the actors in the current level
  • Under ‘Details’ find the four components
    • Under XDDistortionLiveLink, set Subject Representation to …_Distortion…
    • Under XDHeightLiveLink, set Subject Representation to …_ImageHeight…
    • Under XDShadingLiveLink, set Subject Representation to …_Shading…
    • Under XDLensLiveLink, set Subject Representation to …_Lens…
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Configure Blueprint

  • Under XDClient Details, select the blue ‘Edit Blueprint’ button
  • The Blueprint should look like this

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  • Find the Make Fx Fy section
    • Enter the ‘Sensor Res X’ as the video width being ingested into Unreal
    • Note, the sensor may have higher resolution than what is sent out the HDMI/HDSDI and it’s important to provide the resolution of the video stream, which may be different than the sensor resolution.
    • Enter the ‘Sensor Res Y’ as the video height being ingested into Unreal
    • Enter the ‘Sensor Size X’ as the width in mm of the sensor’s active area being used to capture the resolution.
    • It is important to take into account any scaling and cropping being done to determine the active area of the sensor for these values. Consult the camera manufacturer’s information.

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  • Find the Distortion section and set the subject to …_Distortion…

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  • Find the Image Height section and set the subject to …_ImageHeight…

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  • Find the Distortion section and set the subject to …_Shading…

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  • Find the Distortion section and set the subject to …_Lens…

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  • When you hit ‘Play’, you should see orange lines with data blobs flowing in & out of the ‘Evaluate Live Link Frame’ boxes. At this point, everything is connected and data is streaming.
  • At this point, close the blueprint.

Select “Camera to Drive”

  • Under XDClient, find Details, Default, you will find setting for “Camera to Drive”
  • Select the CineCameraActor

Confirm CineCameraActor is updating

  • Now in your project click on CineCameraActor. The window showing the actual focal length of the lens. If it matches, everything is configured.
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  • If the film back settings don’t match, you can update them