DOWNLOAD / INSTALLATION INSTRUCTIONS
General
The Live FX Unreal Live Link plugin connects Live FX with an Unreal scene. Live FX sends camera position- and rotation data as well as framerate, timecode, scene/take and record state information to the plugin. The plugin links to the (virtual) camera in the Unreal scene. The rendered image of the camera is captured by Live FX - either by a texture share on the GPU or through an SDI/NDI video IO stream. Live FX uses the captured image in e.g. an LED volume projection or green-screen composition.
The plug-in is available for various versions of Unreal Engine on Windows only:
Latest version:
The latest version of the plug-in is aimed for usage with the v9.9 version of the Live FX but also works with earlier versions although it excludes usage of some of the new functions. Please see the full release history further down in this page or go here for full information on Unreal workflows with Live FX.
Installation and Activation
Please follow the steps below for using the Unreal Live FX Live Link plug-in with the Live FX software.
- Download the plugin from the links above.
- Unzip the LiveFX folder that is inside the downloaded zip, and place it in the “..\yourUnRealProject\Plugins” sub-folder or your Unreal project.
- (re)Start Unreal.
- Use the Live FX button in the top toolbar to create a Live FX Cine Camera and Live FX Live Link, including preset.
Earlier versions
Note that from v16 forward the plug-in is only updated for Unreal v5.3 and up. The older version plug-ins do not have all the new functionality. Please see the release history further down in this page.
RELEASE HISTORY
Feb 11 ' 26, version 23
- Added a new nDisplay option form the Live FX Cine Camera setup panel. This option requests a Live FX stage manager export of your stage as input to automatically create an nDisplay configuration in your Unreal project.
- Added a camera overlay option, which is toggled on/off from Live FX by using the Extended Log option, and which shows the current camera position, framerate and timcode info. This info can be very useful to check any issues with the Unreal - Live FX setup.
- By default a interpolation mode and evaluation mode of the Live Link subject are reset by the plug-in when starting playback of the Unreal scene as this gives the best results when used in a projection setup. If for some reason you want to maintain interpolation or use a different evaluation mode for the live link, then ensure to switch off forcing the preferred settings from within Live FX, in the Unreal Live Link panel - Configuration tab.
Aug 18 ' 25, version 22
- Making the setup of the Live FX Cine Camera and Live Link easier by creating them both at once, including a live link preset that is set as default for the project so that Live FX connects automatically at startup of the Unreal project.
Jun 21 '24, version 16
- This introduces a new Unreal Live FX Cine Camera actor, which can be instantiated form the camera icon in the toolbar. This camera also automatically instantiates the texture share option including metadata feed back. All the options with the Live Link plug-in, except for the addressing (ip/port), have been moved to the Live FX Suite software interface. Also, this version of the Live Link plug-in by default clears the Unreal interpolation setting that is available with a live link subject as this setting causes substantial jitter in the texture share display in the Live FX Suite software. Note that the new version of the plug-in is available for Unreal v5.3 and v5.4. Earlier versions of Unreal do not support all Texture Share options required for this update.
Oct 17 '23, version 14
- Update on the Live FX Runtime Camera BP.
- Fix on 5.1 and 5.2 plugin builds to be able to package the UE scene with the plugin in.
Oct 9 '23, version 13
- Include Intermediate compilation to allow for re-packaging.
- Include addition dependencies to be automatically loaded with the plug-in: Texture share, Live Link Camera and DMX controllers.
- Included the LiveFX_RuntimeCamera blueprint (in the plug-in content folder) to link a camera to the main (viewport) output.