Unreal Engine 5.5 with Enhanced GDTF and MVR Support
Posted November 13, 2024 ‐ 2 min read ‐ Categories: GDTF, MVR, Unreal Engine
Epic Games has released Unreal Engine 5.5 featuring major enhancements to Virtual Production, and with GDTF compliance to the DMX Plugin for interfacing with GDTF and MVR enabled control devices and software. Virtual Production tools and many of it's VR support tools are now production ready and are surpassing competitors like Capture and others. See more details after the break.
This post summarizes just a small portion of Unreal Engine 5.5 improvements related to the DMX Protocol. For all other improvements including Virtual Production’s Virtual Scouting, Live Link Hub, LiveLinkOpenVR and so on, see full Unreal Engine 5.5 release notes.
Alongside GDTF and MVR integration at the core of the plugin, DMX tech stack including Control Console, Pixel Mapping and Conflict Monitor is now Production Ready for live show designers, virtual production operators, anyone desiring to use DMX to drive in-editor elements for real-time preview.
Control Console Cues & UX
- Cues so that users can store & load multiple Control Console configurations.
- Editor docking for better UI integration.
- GDTF support and integration for reading default and physical fader values, adding a third option to Faders:
- DMX
- Normalized
- Physical
Pixel Mapping Color Accuracy
Adding support of Transfer functions (linear, sRGB, custom 2.2/2.4 gamma curves) along the output Color Space settings.
Data Conflict Monitoring
- Show objects that send DMX even if they do not cause a conflict
- Option to navigate to objects sending DMX
- Option to open objects sending DMX
- Performance stats relevant for large quantities of DMX data sent to the network
Remote Control DMX Patching System Integration
Adding the Signatures to Remote Control. Similar to the DMX Fixture Types, Signatures are a collection of exposed properties and allow users to quickly repeat the process to a large quantity of Actors. Previously, users had to define Universes and Patch ID’s manually for every property but now once signatures are created and Actor properties exposed, they can also be Patched and saved in a DMX Library for further control.
Remote Control DMX Patching System Integration is about providing a mechanism that feels natural and coherent with the current DMX tech stack so that Remote Control can be used to control arbitrary UE Actors with DMX.
This feature is for Virtual Production, Live Events or anyone wanting to use DMX to control arbitrary Actors in UE.
While Signatures are inspired from DMX, the concept can be used for other protocols for improving the time taken to expose properties to Remote Control.
- Signatures to quickly apply similar set of exposed properties to Actors
- DMX Library for Patching and GDTF/MVR export
- Revised UX for improved usability, not only for DMX workflow
- Improved performance when driving large sets of properties
See full Unreal Engine 5.5 release notes.