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nDisplay Cave Setup ArcGIS Project

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.

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

ArcGISPawn_Igloo

This is a blueprint that replaces the ArcGIS pawn that is in your scene. Remove the pawn from your scene, and add this one in. It also contains logic to move the nDisplay actor to follow the player, and OSCinputs for the player’s crosshair.

Setting up your level

Placing Actors

Drag both the ArcGISPawn_Igloo and the CAVE_Test actors into your scene. You will want to make sure your ARCGISPawn_Igloo Actor is placed in the correct start position, and it has Auto_Posses player 0 enabled.

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