Epic Games released Unreal Engine 4.27 last month bringing buckets of new features and updates across all sectors. Today we’re looking over the In-Camera VFX pipeline which has had numerous changes in UE4.27, improving both usability and performance. The new version of In-Camera VFX replaces the need of manually configuring config files externally and now presents users with a new interface within the engine to configure layouts, pixel pitches and projection policy’s.
Ndisplay Config Asset – This’ll be the first of new Ndisplay related asset you’ll use it’s found under Ndisplay in the content browser. Ndisplay Config Asset will be where you configure your stage setup and what you’ll use to bring your stage into levels and scenes.
Ndisplay 3D Config Editor – This is the replacement for the previous .CFG config file which was created externally and provided the engine with important parameters like Projection policies, viewport and node configurations. Now the Ndisplay 3D Config Editor does all of the above and provides new features allowing for easier visualization. The interface is broke into 4 specific tabs and a details panel.
- Components – Showing the imported static meshes, frustum camera and sync tick components added to the config uasset.
- Cluster – This tab visualises the cluster layout and hierarchy. Showing specific viewports and their dedicated server.
- Output Mapping – Output mapping provides users with a visualization of the output canvas in relation to the inputted pixel resolutions, whilst also demonstrating which server renders each viewport.
- Configuration Viewport – this tab allows a simple visaulistion of the stage itself and allows users to place the stage’s location accurately in relation to the real world.
Switch Board – Switch board now stands in for the previous Launcher and listener apps whilst also adding a range of new user friendly features. These features include the ability to connect, launch and monitor all running nodes.