Nodes · Off-shelf
EngineLive
Off-shelfv1core
Overview
The live Unreal session as a comp input: the streamed viewport (scene-linear, pre-tonemap) plus aligned depth/id channels where the stream carries them. The comp re-cooks live as the level or camera changes out there. Turn the 3D viewer's LIVE on to feed it.
Outputs
| Output | Type |
|---|---|
| out | Image |
Parameters
| Parameter | Type | Default | What it does |
|---|---|---|---|
| slot | Int | 900 | The in-process stream slot this node reads. Leave it unless you run several live sessions side by side. |
| camera | Text | String::new( | Empty = the free view you're flying in the 3D viewer. A name = a bound UE shot camera (served by the real plugin), so the comp reads the shot no matter where you fly. |
| aux | Choice | none | aux planes = depth, albedo and world-normal channels ride the live stream itself — AOVs straight off the viewport with NO render job. Use Shuffle downstream to break them out. Costs three extra captures per streamed frame. |
| anim1_target | Text | String::new( | Not documented yet. |
| anim1_value | Float | 0 | Not documented yet. |
| anim2_target | Text | String::new( | Not documented yet. |
| anim2_value | Float | 0 | Not documented yet. |
| anim3_target | Text | String::new( | Not documented yet. |
| anim3_value | Float | 0 | Not documented yet. |
| anim4_target | Text | String::new( | Not documented yet. |
| anim4_value | Float | 0 | Not documented yet. |
See also
- Unreal — How to get Unreal's pixels into the comp, live or rendered.