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Unreal Engine Integration Overview

Communication diagram between 2 servers
LightAct features a unique integration with Unreal Engine. It can be described in the following main points:
  1. 1.
    First, both apps run on the same machine, which reduces system complexity and latency.
  2. 2.
    Second, LightAct controls the pace of Unreal's render cycle, which prevents the 2 apps for fighting for the computer resources.
  3. 3.
    Third, LightAct passes runtime data such as Timecode to Unreal, so that the content is in perfect sync.
  4. 4.
    And fourth: LightAct uses unique sub-frame latency technology, which can reduce the added latency to below 1 frame (usually it's just a few milliseconds).
So let's discuss the overall workflow in a general way before diving into the specifics in the following chapters.
Unreal Engine 5 Compatibility: Texture Share plugin is broken in Unreal Engine 5, so this workflow isn't possible. Epic Games is working on a patch to fix the plugin and it should be available shortly.

LightAct Unreal Engine Plugin

LightAct's Unreal Engine plugin is a required component for making the integration work. It takes care that the data is passed back and forth between the two apps.
You can find out more about how to install and set up the plugin in the link below:
UnrealLink is a window in LightAct where you can setup the integration on LightAct's side.

Texture Sharing

In most projects, getting a texture from Unreal is the main goal, so in this chapter we will explain how this is done.