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Sets the port or SDI connection on the specified Device that this Media Source will send video to. Note that only single-link connections are supported. |
Resolution |
Sets the resolution of the video feed produced by this Media Output. |
Standard |
Sets whether the output feed produced by this Media Output is progressive or interlaced. |
Frame Rate |
Sets the number of frames per second in the video feed produced by this Media Output. |
Key Source |
Sets the port that will receive the key images from the Unreal Engine, when the Output Type is set to Fill and Key. |
Reference |
Configures the source of the timing for the internal clock on the AJA card. The card uses this to determine when it should send each frame of video output. Free Run - Uses the card's internal clock. External - Synchronizes the card's internal clock with the genlock signal that arrives on its reference pin from an external source. Input - Synchronizes with the video signal from the input port that you specify in the Sync Source setting below. |
Sync Source |
When the Output Reference is set to Input, this setting specifies which input port the AJA card should use as its output reference. The sync port must be on the same device as the fill port. |
Output with Auto Circulating |
When enabled, the Unreal Engine buffers its output frames before sending them to the AJA card. This may improve the smoothness of the video signal, at the cost of some latency. Leave this option disabled to minimize latency, at the risk of seeing interruptions in the output signal. |
Timecode Format |
Determines whether the Unreal Engine should embed timecode in the output feed, and which timecode format it should use. |
Pixel Format |
Determines the order of the color channels that make up each pixel, and the number of bits in each channel. If you want to output the alpha, set the Output Type setting to Fill and Key, and use the Key Source to send the alpha to an output port on your AJA card. |
Number of AJA Buffers |
Sets the number of buffers used to transfer each frame image from the main thread memory to the AJA card. Lower values are more likely to cause missed frames as it waits for each transfer to complete; larger numbers are more likely to increase latency. |
Interlaced Fields Timecode Need to Match |
When producing an interlaced video feed, this setting determines whether the timecode values for both fields in a single interlaced frame need to match. |
Number of Texture Buffers |
Sets the number of buffers used to transfer each frame image from the GPU to main thread memory. Lower values are more likely to cause a bottleneck on the GPU side as it waits for each transfer to complete; larger numbers are more likely to increase latency. |
Wait for Sync Event |
When this option is disabled, and you don't already have the Unreal Engine genlocked to an input signal, the engine runs at the fastest frame rate it can manage and provides all the frames it generates to the AJA card. Each time the card is ready to output a new frame, it selects one of the frames generated by the Engine. When this option is enabled, the Unreal Engine does not generate any new frames of output until the AJA card is ready to accept the new frame. The effect is similar to genlock, but instead of locking the Unreal Engine's frame rate to an input signal, it locks the Engine's frame rate to the output timing of the AJA card. This option is most useful when you don't already have an input signal that you can lock the Unreal Engine's frame rate to, but you want to ensure that the Engine is producing only one output frame for every frame in the output video feed. |
Encode Timecode in Pixel |
When enabled, the engine embeds the timecode of each frame in the output signal. See Timecode Texel Encoding. |
Remarks |
Do not enable this option if you already have the Unreal Engine genlocked to an input feed using a custom time step. |
Actor Communication |
Choose your implementation method |
Blueprint scripting and C++ provide several ways to communicate and share information between Actors. This page gives you an overview of the different Actor communication methods available, as well as requirements and common use cases for each. |
You will also find links to more detailed Quick Start guides for each Actor communication type. |
Direct Actor communication is the most common method of sharing information between Actors in your Level. |
This method requires a reference to the target Actor so you can access its information from your working Actor. This communication type uses a one-to-one relationship between your working Actor and your target Actor. |
Use this communication method if you have a reference to the specific Actor in your Level and you need to share information or trigger functionality within that specific Actor. |
Triggering an event on an Actor. |
Getting information from an Actor in your Level. |
Casting is a common communication method where you take a reference to an Actor and try to convert it to a different class. If this conversion is successful, then you can use Direct communication to access its information and functionality. |
This method requires a reference to the Actor in your Level as you can use the Cast node to try to convert it to a specific class. This communication method uses a one-to-one relationship between your working Actor and your target Actor. |
Use this communication method if you have a reference to an Actor and want to check if the Actor is of a certain class to access its information. |
Using a volume to overlap all Pawns and cast the Pawn reference to a particular subclass, such as a Character, to access its information. |
Using an Actor's reference to cast to a common parent class and access its information. |
Interfaces define a set of common behaviors or capabilities that can be implemented by different Actor classes. This communication method simplifies the process of implementing the same type of functionality on different Actor classes. |
This method requires each Actor to implement the interface in order to access its common functions. You also need a reference to the Actor so you can call the interface function using that reference. This communication method uses a one-to-one relationship between your working Actor and your target Actor. |
Use this method when you want to create common functionality that applies to different types of Actors. |
Creating an interaction system where each Actor does something different when the player interacts. For example, a door Actor will open when the player interacts with it, while a light Actor will activate when the player performs the same interaction. |
Applying damage to different Actors in your Level. Each Actor can react differently to the damage taken. For example, a wall Actor could break when taking damage, while a door Actor could open after taking damage. |
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