LightAct 3.7.0 introduces an entirely new workflow for Unreal Engine. It is explained on this page and in this video:
Features related to Unreal Engine
- Texture Sharing: this is a new and better way of sharing content between UE and LightAct. It works similarly to Spout, but with better performance and more control.
- Genlocking: you can sync Unreal Engine’s render cycle to LightAct’s or vice-versa. You can also determine if UE should render every LightAct’s frame or every 2nd, every 3rd etc.
- Timecode syncing: You can sync LightAct’s timecode to Unreal’s or vice-versa
- UnrealLink improvements: UnrealLink window has received a major overhaul.
- Unreal Plugin upgrade: LightAct’s Unreal Engine plugin has been massively upgraded.
- Creator Free: Creator Free is license that replaces Creator Trial. Now with Creator Free you get unlimited watermarked outputs for an unlimited time and you can also save your project. The idea is that you can work on your project for free and only when you need to actually output something without a watermark, do you need to pay.
- WUXGA instead of FullHD: Outputs are now counted in WUXGA increments (1920x1200) instead of FullHD (1920x1080)
- Iris: Iris is a new computer vision technology by LightAct. It is used for automatic projector calibration & for scene correction based on point clouds.
- AutoBlend mask export: you can now export blend masks straight out of AutoBlend window by right-clicking.
- Mute AutoBlend: in AutoBlend window there is now a checkbox allowing you to mute all AutoBlend masks instantaneously.
- Projection Study: we’ve introduced a new Visualizer “Projection Study” mode. It allows you to analyse shadows, pixel size and illuminance of your projection setup.
- Pose Matching: In Visualizer you can now match poses (locations & rotations) of any 3D object (primitives, importable 3D assets and point clouds).
- Texture Switch node: with Texture Switch node you can more easily fade between different textures.
- FBX file support: FBX 3D model files are now supported. That’s on top of OBJ files.
- Thrower to 3D model workflow: 3D models with non-overlapping UV’s can now get their content from throwers. You can then obtain their UV and push it to an output. This allows you to map content to curved LED screens etc.