Unreal
How to get Unreal's pixels into the comp, live or rendered.
EngineLive
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.
EngineLook
The engine look as a node on scene-linear input: exposure (stops) then the tonemapper 2014 UE Filmic (the fitted ACES curve UE ships), AgX, or Hable. This is how a render looks IN Unreal while every pixel underneath stays gradeable. none = bypass.
EngineRender
The offline/finaling render against the live session: drives Unreal's Movie Render Queue (Path Tracer for the hero look) and streams high-quality frames back progressively. Rendered frames cache and scrub; unrendered frames show black. Render/Cancel live in the Scene Graph panel's RENDER QUEUE while LIVE is on.
LiveRead
A live source: frames pushed from a running DCC (Unreal, the feeder) appear here and update the comp automatically.
Render3D
Renders a 3D scene into the comp: point `scene`/`camera` at your 3D branch and a Camera3D, and the CG composites over the bg input as a premultiplied element. `aux` adds depth/N/P/id channels.
Live session
- Start Forged with the live listener enabled, and connect the Forged plugin from the running editor.
- EngineLive receives frames as they are produced; EngineLook drives look parameters back the other way.
- The comp updates as the engine renders — the graph treats it as any other source.
Offline render
EngineRender queues a render through Movie Render Queue and brings the result back as layers. Sequences, cameras and AOVs come across; the passes land as ordinary channels for SplitAOVs to comb out.