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nDisplay setup in Editor

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nDisplay setup in Editor

The first part of setting up a project is to copy the IglooUnrealToolkit plugin to the Plugins folder in the root of your project.

If a plugin’s folder doesn’t yet exist; You can make an empty folder called ‘Plugins' and place it in there.

To check that the plugin has imported successfully;

  • Click Edit → Plugins

  • Under the Installed section on the left will be the Livestreaming group

  • In this group the IglooUnrealToolkit plugin should be installed and active.

Extra Plugins

You’ll also need to download and install the Optitrack Plugins from Optitrack directly, and install them in your Editor plugins folder. This is documented within the Optitrack plugin folder when it’s downloaded.

https://docs.optitrack.com/plugins/optitrack-unreal-engine-plugin

View Plugin Assets

To view the assets within the plugin you’ll need to enable “Show Plugin Assets” within your Content Browser Settings.

Then you should be able to see the Plugins folder on the left hand panel of the content browser. Which can be expanded out to view the IglooUnrealToolkit content.

IglooFlyingPawn

This blueprint creates the movable player system using two inputs from Optitrack. One for the Head, and one for the Controller (Hand).

The Head input moves the nDisplay eye position, and changes how the world is viewed in the Cave.

The Controller (Hand) input moves the crosshair around the cave and controls your direction.

It also handles movement input, and button presses.

Extending this blueprint is the preferred choice when adding extra interaction to the Cave system

Igloo nDisplay configuration file

This is the Unreal Asset version of the nDisplay configuration file. It allows you to preview the nDisplay setup in the editor, and change and edit the setup using a visual UI system rather than manually editing the config file.

IglooLiveLinkPreset

This is a preset for the LiveLink system, it needs to be placed in both the Live Link Plugin section of the Project Settings, and also the nDisplaySetup config.

Setting up your level

Placing Actors

Drag both the IglooFlyingPawn and the nDisplayConfig actors into your scene.

Open the Live Link window by clicking Window → Virtual Production → Live Link

Click Presets and select the IglooLiveLinkPreset preset from the list

This will then populate the sources and subjects, which will allow you to select the correct LiveLink components in the next settings pages.

Then in the Live Link plugin settings, within Project Settings, add the IglooLiveLinkPreset as the default LiveLink Preset.

You also need to open the IglooFlyingPawn and add the LiveLink preset to the Head and Hand controllers.

Corrupt Crosshair

One final thing that may become corrupt when importing the prefabs is the material used for the crosshair.

Check that the Texture on the Crosshair material is set to CrossHairOne as the default texture.

Also check that the cross hair material is applied correctly to the crosshair object in the IglooFlyingPawn prefab

nDisplay Launcher

Instead of using Switchboard and switchboard listeners. Unreal 5.1 has introduced a new plugin called nDisplay Launcher, which is imported and activated along with the IglooUnrealToolkit plugin.

You can find it’s icon on the ribbon menu.

Launching nDisplay

Finally, after all the setup is complete, you can launch the level by clicking the nDisplay Launch Icon on the ribbon menu.

When you’ve finished using the Unreal level within the CAVE you will often have to click the Stop nDisplay Launcher Icon to be able to make any changes to any Unreal files. 

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