We have good news for our Unreal Engine user community : our new plugin for Unreal Engine 5 is out !
You can use this plugin to receive and parse an Augmenta data stream in Unreal through Live Link.
So what’s new with the Augmenta Live Link plugin ?
Compatibility with Unreal 5+
It was of course already possible to receive data in Unreal Engine from Augmenta but we have developed a new plugin to make the workflow easier for our users. Let’s take a moment to analyse together the new features of this new plugin. Augmenta Live Link is compliant with the latest version of the game engine and fits will all Unreal 5+ standards.
Using the native Unreal Live Link workflow
Unreal Live Link is one of the key features of the game engine for interactive developers and creators. It basically allows users to edit animations form an external source (like Augmenta 👋) and preview it directly into Unreal Engine interface. Motion Capture Systems can also use Live Link to stream data into the Engine that can be previewed in real-time.
Augmenta Live Link features
Features :
- Exposes Augmenta scene, video output and objects as Live Link subjects with the transform role
- Exposes Augmenta events to C++ or blueprint via the Augmenta Manager
Compatible with ndisplay
Augmenta Live Link is compatible with nDisplay. nDisplay works inside Unreal Engine and adds several components to the usual Unreal system architecture: it communicates and synchronises information between all the application instances that make up the cluster, ensures all instances render the same frame at the same time, ensures each display device renders the correct frustum of the game world, and more.
Augmenta Live Link demo and examples
Using Live Link Subjects
The L_LiveLinkAugmentaDemo_LiveLinkSubjects level shows an example of controlling scene actors transforms with the Live Link subjects.
In this level, the AugmentaScene, AugmentaVideoOutput and the 3 AugmentaObjects actors were placed beforehand, each with a LiveLinkController component. Their transforms are controlled by the Live Link data, through these components. Note that in the following video, only the actors previously placed in the scene are updated when the corresponding Augmenta object is received in the Live Link window.
Using Augmenta Manager
The L_LiveLinkAugmentaDemo_AugmentaManager level shows an example of using the AugmentaManager class to receive the Augmenta events in Blueprint and spawn custom objects at runtime.
The blueprint BP_AugmentaVisualizer shows an example of how to use the Augmenta manager events to instantiate, update and destroy custom actors according to the Augmenta events. In this visualizer example, the entire process is done in blueprint but you could also connect to the Augmenta manager via a C++ class.
In this level, only the blueprints BP_AugmentaManager and BP_AugmentaVisualizer were placed beforehand. All the other actors are created at runtime by the AugmentaVisualizer, listening to the AugmentaManager events.
Use it for interactive experiences or virtual production purpose
Have you watched PASSAGE ? This short movie we released in 2020 is a good example of what we can do in virtual production with Augmenta technology, Unreal Engine and great artists !
PASSAGE – Behind the scenes from THÉORIZ on Vimeo.
Simulate data with Augmenta Simulator
If you do not own an Augmenta node, you can simulate Augmenta data using the Augmenta Simulator.
Find more details on Unreal Engine marketplace
or learn more by reading our documentation