How-To In Unreal Multi Server

How to configure Unreal with a Multi Server setup

!!! This only work with DisplayPort FLEX Deltacast Card !!!

Studio setup

Here is a schema of a studio setup (from Top to Bottom):
  1. The server with nDisplay that feed the screen (they can also run Smode instances for the calibration part )
  2. Then the Unreal VFX source that render the Back and Front/key plate
  3. and finally the Smode VFX server that composite the video from the camera with the Extended and AR.

All server in blue are in the nDisplay cluster and ALL server are connected in daisy chain with their NVIDIA Sync Card.
The Unreal VFX source render via composure to a viewport of 3 4k screens
as we can see here the 3 screens contain the 3 views and each view as it metadata written in it
The server is configured with a mosaic of 1x3 and a resolution of 11520x2160 pixels

In Camera VFX

Having a working In Camera VFX Unreal project is a good start
https://docs.unrealengine.com/en-US/WorkingWithMedia/InCameraVFX/InCameraVFXOverview/
Smode will plug on top of this setup
In green the InCameraVFX setup and in red it's the part added for Smode

Unreal Plugins

First copy the Smode plugins in your project "plugins" folder or in the engine "plugins" folder
You need to enable the plugins Smode and nDisplay

Unreal Projects Settings

1) Set the Game Instance Class to SmodeGameInstace
2) Set enable alpha channel support in postprossess to Linear Color Space only or Allow through Tonemapper depending on what you will do in Composure

Plugins settings

1) Select the Ip and port of the Server where Smode is running. ( probably not a local IP like)
2) Activate nDisplay in Ndisplay: Main --> Enable: True

Stage and Screen Orientation

Here we can see who to orientate the screen in Unreal and Smode for it to correspond

Integrate your Map

1) Open the levels panel
2) Drag and drop the “SmodeSetup_Map” from the plugin “Smode Content/Displayport to the levels
3) Select all actor from this level
4) Move them into the persistent level ( say yes to the prompt )
5) Delete the “SmodeSetup_Map” from your levels ( say yes to the prompt )
6) In the Smode rig select your CineCamera

This should be your tree after the setup, in green the InCameraVFX setup and in red it's the part added for Smode

Select Front Object

For an object to be rendered into the Front Plate you need to add it into a layer
Then select the layer in the front Composure
and Exclude it from the back Composure
Finally select it into the setOwnerAndHide blueprint to exclude it from the Screen

nDisplay .cfg config file

An example config file is in Plugins/SmodeUnrealPlugin/Content/NdisplayConfig/InCameraVFX_Smode.cfg
Here we can see the line added for Smode on top a a existing nDisplay config:

Switchboard

https://docs.unrealengine.com/en-US/WorkingWithMedia/switchboard_overview/
The Switchboard launcher is located in: /Engine/Plugins/VirtualProduction/Switchboard/Source/Switchboard/switchboard.bat
and the listener is in /Engine/Binaries/Win64/SwitchboardListener.exe
An example config file is in Plugins/SmodeUnrealPlugin/Content/NdisplayConfig/InCameraVFX_Smode.cfg

NDisplay

NDisplay Launcher will allow you to launch the nDisplay Cluster of the multiple node on your different Server
1) Launch NDisplay Listener and NDdisplay Launcher located in your Unreal Install Engine/Binaries/DotNET
2) In the Launcher you need to had your project
2a)In the first window you need to select UE4Editor.exe located in Engine/Binaries/Win64
2b) In the second window you will select your .uproject
3) Then you add your config file for the cluster.
An example config file is in Plugins/SmodeUnrealPlugin/Content/NdisplayConfig/InCameraVFX_Smode.cfg
  • Beware of the Ip of the Server
Now you can check How-To Unreal In Smode How to integrate Unreal inside Smode Read More for the next step

See Also: