![]() In the Details panel, expand the General Settings. To do this:ĭouble-click the Static Mesh in the Content Browser to open it in the Static Mesh Editor. In order to use a Static Mesh with Output Remapping, Allow CPUAccess must be enabled for the Static Mesh. In the nDisplay 3D Config Editor, you can configure the window by selecting the Cluster Node in the Output Mapping panel and modifying its size, or changing the settings in the Window section of the Cluster Node's Details panel. You also provide one or more viewport configurations, which identify specific areas within the main application window that nDisplay will fill with renderings of your scene. You use it to configure details like the starting size and placement of the window when nDisplay launches your application, and whether or not the window should take up the full screen. Set the scale for the windows and viewports.Įach window configuration defines a set of properties for the main window of an instance of your Unreal Engine application. You can enable or disable the following options:Įnabling this option shows window information, such as the resolution and IP address.Įnabling this option shows the window corner image.Įnabling this option shows any viewports that are outside the application window.Īutomatically zoom to fit the panel view. Use the following tools, located in the top left corner of the Output Mapping panel in left to right order, to modify the windows and viewports for your nDisplay cluster: Visualize, edit, and map 2D viewports inside an application instance window. View the relationship between the host computer, the Cluster Node (UE application instance), and the viewport. ![]() The Output Mapping panel effectively maps Viewports defined in the Cluster panel to 2D application windows. For more details on changing the Port, Network, and Synchronization settings, see Changing nDisplay Communication Ports and Synchronization in nDisplay. In the Cluster settings, you can set the ports, network, and sync policies for the cluster. In the Details panel, expand the Configuration section. Select Cluster in the Cluster panel to open its Details panel. Container for the Projection Policies, Cameras, and target Displays. The application instance window is configured in the Details panel for this node.ĭefines a window in the 3D world. Typically there is one Application Instance per PC but more is allowed for specific use-cases. The color is also used in the Output Mapping panel.Īn instance of UE. Customize the color signature to differentiate one PC from another. Representation of a PC with a unique IP address. Only one can be created per nDisplay Config asset. Hosts a group of PCs forming one nDisplay cluster. The following table describes the elements that can be added to the Cluster. You may set up a different physical computer for each Cluster Node, or you may have multiple Cluster Nodes that run on the same host.Įach Cluster Node can contain a list of Viewports, which define the window in the 3D world. Each Cluster Node is a representation of an application instance, and defines the hostname or IP address of the computer that will run that application instance. You can pick from a predefined list of Displays, Transforms, and default Camera Actors, or add any available UE components.įor each different instance of your Unreal Engine application that you'll use in your nDisplay network, you need to define a Cluster Node. Adding components to the inherited Root Component is the first step in designing an nDisplay network. ![]() The Components panel defines the physical display, tracking, and in-camera setup for the nDisplay cluster. See Toolbar for more details on the other options. cfg) from the local computer.Įxport: Exports the nDisplay settings to a configuration file (.ndisplay) on the local computer. Import: Imports an nDisplay configuration file (.ndisplay. The following are the two buttons unique to the nDisplay 3D Config Editor: ![]() The Toolbar in the 3D Config Editor shares most of the buttons with the Toolbar in the Blueprint Editor. Output Mapping, located in the middle of the Editor below the Preview panel.Ĭompiler Results, located in the bottom right of the Editor below the Details panel. Preview, located in the middle of the Editor to the right of the Components panel.ĭetails, located on the right of the Editor next to the Preview panel.Ĭluster, located on the left of the Editor below the Components panel. Toolbar, located in the top left of the Editor.Ĭomponents, located on the left below the Toolbar.
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