thank you for making this video. I have a question though, Im trying to make a 3d billboard video from this. Can i make a custom curved wall for the setup?
@@offworldlive I tried that yesterday, and it outputs what is going to the inner frustum, but doesn’t include the geometry warping of the entire viewport. I was wondering if a viewport render would do what I needed to do.
@@offworldlive so I would launch ndisplay, either locally or through switchboard, and then by clicking on that viewport, can pass the contents and resolution of that viewport through NDI?
Hey, depends on what you are using it for, but assuming you are looking to use it to get the Ndisplay config's camera and find the distance to nearest cg element I would try diving in to the nDisplay config's blueprint itself and inserting the linetrace by channel with reference to the config's camera in there.
@@xuesenli5968 Does this work for you outside the nDiplsay config when you just launch the game? Any game logic that works in the UE game at runtime should carry through to switchboard
could you please share the led ceiling fbx please?
works in editor, and black screen in in build. on any mesh except default ndisplayscreen
solution: allow cpu access in mesh editor
thank you for making this video. I have a question though, Im trying to make a 3d billboard video from this. Can i make a custom curved wall for the setup?
What can keep the frustum from bending so much going into a curve, the group I work for has a J Wall
Is there a way to output what gets projected to the mesh with NDI?
yes: ua-cam.com/video/AZQebl9nDZw/v-deo.htmlsi=rw4LhPDHoyx74YkG
@@offworldlive I tried that yesterday, and it outputs what is going to the inner frustum, but doesn’t include the geometry warping of the entire viewport. I was wondering if a viewport render would do what I needed to do.
@@CalebHoernschemeyer yes - there is owl viewport capture
@@offworldlive so I would launch ndisplay, either locally or through switchboard, and then by clicking on that viewport, can pass the contents and resolution of that viewport through NDI?
@@offworldlive what if I want to output multiple NDI streams at the same time, each with a different viewport?
Sir, How to use linetracebychannel with ndisplay correctly?Please help...
Hey, depends on what you are using it for, but assuming you are looking to use it to get the Ndisplay config's camera and find the distance to nearest cg element I would try diving in to the nDisplay config's blueprint itself and inserting the linetrace by channel with reference to the config's camera in there.
@@hardcorerick8514 I want to implement screen to select actor function. I use linetracebychannel but failed. Thank you very much
@@xuesenli5968 Does this work for you outside the nDiplsay config when you just launch the game? Any game logic that works in the UE game at runtime should carry through to switchboard
@@hardcorerick8514 I have changed the method. I use screen position directly and I config those position in json. Thank you very much
Great content, do you have an email I can reach out to?
you can contact us via the website: offworld.live
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