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nDisplay setup in Editor - Cave 2023
The first part of setting up a project is to copy the IglooUnrealToolkit_nDiplsay 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.
These may come included with the IglooUnrealToolkit
https://docs.optitrack.com/plugins/optitrack-unreal-engine-plugin
Adjust Project Settings
Ensure nDisplay is enabled
Even though the plugin may be enabled, often it can be disabled in project settings leading to an error when trying to load it using switchboard
Set project to DX11
In the Windows Platform, ensure that Targeted RHIs is set to DirectX 11.
Editor Configuration
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.
Igloo nDisplay Test configuration file
This is a test file, that enables you to view the nDisplay output on your system that will be sent to the cave. It looks like this when previewed:
you can use nDisplay Preview to launch this which is found on the top ribbon of your editor
Igloo Crosshair
This is a blueprint that attaches to your player, and replicates itself across the nDisplay system. It provides a crosshair for direction, and allows both OSC and Optitrack to control the player’s location.
Setting up your level
Placing Actors
Drag both the Igloo Crosshair and the nDisplay Test actors into your scene. It doesn’t matter where they are, as their position is dictated entirely by where your player is.
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.
Complete
That’s all there is to it, just add two things into your level, and build like normal.
The app should run like normal, but also be able to be launched by Switchboard. It might also be prudent before sending it to launch it using the test configuration via switchboard, to ensure that there are no errors.
Switchboard will be installed as a plugin as part of the IglooUnrealToolkit, and can be launched on the top ribbon of your editor. It will install Python if you don’t already have it.
(c) Igloo Vision 2020