Unreal DMX extension

Features and Limits

1M Lights extends the functionality of Unreal Engine's built-in DMX Plugin with production-minded fixture components, procedural tools, and workflow helpers. View plugin capabilities, features in progress, hard limitations, and known bugs.

Capabilities

  • DMX-controllable Unreal Engine fixture assets
  • Single, double, and triple gobo wheel components
  • Up to two rotating gobos per compatible fixture
  • Linear and circular prism components
  • Extended shutter options
  • Framing shutter components with corner insertion and rotation angle methods
  • Infinite pan and tilt components
  • Multi-instance fixture support
  • CMY color mixing component
  • Procedural truss builders
  • Procedural video wall tool
  • Procedural screen tools
  • Procedural projector with beam visualization
  • Procedural stage deck
  • Procedural drape tool
  • Ballroom carpet tool
  • Beam shadows

Roadmap

  • Focus component

    This will blur the entire light output and beam. It will not allow one gobo wheel to be in focus while another gobo wheel is out of focus.

  • Animation Wheel

    Add animation wheel support for compatible fixtures.

  • Framing shutter rotation

    Add rotation control for compatible framing shutter systems.

  • Rigging point placement

    Map rigging points in a room through an interactive GUI. All you need is the location information for where the rigging points fall in the room.

  • Gobo Wheel Index rotation

    This exists for single gobo wheels, but had to be removed to allow double and triple gobo wheels to rotate. It is on the list, but the method is currently unknown.

  • Dual prisms

    Currently, only one prism is supported. A second prism may be possible.

  • Color wheel rotation

    This function already exists in the color wheel component, but still needs to be added to the free GDTF executable.

  • Frost component

    This was disabled on double and triple gobo wheel components, but its return is a possibility.

  • Color temperature control components

    Control warm and cool white behavior through dedicated color temperature components for fixtures that support it.

  • Intensity calibration

    Improve fixture-to-fixture intensity matching so output levels feel more predictable across different virtual lights.

  • Cloud-textured haze

    Ideally, you can enter a manufacturer and the haze will appear similar to that haze.

  • Direct GDTF file reading

    The GDTF tool will read a GDTF file directly, without requiring the file to be unzipped first.

  • Multi-instance light output

    Multi-instance fixtures average their light output into the light and beam. I call this a feature, while others may call it a quality limit. For most use cases, a multi-instance light is far enough from any surface, and uses a wide enough lens, that within a meter or two the light averages together naturally. This saves performance and lets development focus on higher-impact work. If a breakthrough happens, it will be front and center.

Cannot be implemented

  • Offering 1M Lights as a project

    1M Lights used to be offered as a project file, but as the system grew more complex, dependencies became easier to miswire. Offering it as a plugin lets the system connect dependencies properly to your local Unreal project. If you would like me to integrate the plugin into your project, that is a service I can provide.

  • grandMA3 Viz-Key integration

    grandMA3 Viz-Key integration cannot be supported because of the open-source nature of Unreal Engine.

  • Split color wheel on spotlight output and colored gobos

    A light function material can cut brightness in areas of a spotlight's output, similar to a gobo, and can also change the light color. It cannot change the light color only in a specific area of the output.

    If this is required, the workaround is to use three spotlights: one red, one green, and one blue. Each spotlight would need its own light function material receiving the red, green, or blue channel of the required texture. That creates too much performance loss and risk to apply globally. A decal can fake most of this much better.

Known bugs

Issues worth checking.

This page is intended to become the public reference for confirmed bugs, workarounds, and release-specific notes.

Known bugs

  • Pixel Curve 12

    Pixel Curve 12 currently only exists in 101-channel mode and 179-channel mode, and does not offer shutter support. This will be fixed soon. The Pixel Curve also has a fixture named Do Not use_WIP; please do not use it.

  • Astera Titan Tubes

    Astera Titan Tubes currently only exist in four modes and do not offer shutter support.

  • Projector blueprint

    The projector blueprint may be difficult to work with. This is currently being fixed.

  • Mirror blueprint with plugin controller

    The mirror blueprint, when paired with the plugin controller, can cast stray light very far. The fix is still unknown because shadows need to be disabled for the spotlight, but adjusting the attenuation radius may help.

  • Infinite pan and tilt coverage

    Not all fixtures currently have infinite pan and tilt.

  • Roxx S2 Strobe naming

    The Roxx S2 Strobe is currently named BP_multiRoxx.

  • Roxx B2 Blinder

    The Roxx B2 Blinder is using a very old system and does not offer shutter support.

  • Prism beam copy and paste

    Copying and pasting Prism Beams with parented spotlight components can sometimes unparent the spotlight from the head, with no way to reparent it. The safer option is to use Ctrl + D to duplicate.

  • Elation SixBar

    The Elation SixBar is in queue to be upgraded to the new multi-instance system.

  • Mac Aura dynamic occlusion

    The Mac Aura has dynamic occlusion enabled by default, which can lead to short beams at times. This can be fixed in the details panel.

  • Sharpie and Ayrton Diablo gobo component

    The Sharpie, and probably the Ayrton Diablo, may have a gobo component that does not work at first. Enter the fixture blueprint, edit the gobo spin components, compile the gobo spin component without making changes, and return to the level. If that does not work, change the gobo rotation method to legacy in the gobo component details panel. This will be fixed in the next release.

  • Minuit Une IVL Photon beams

    The Minuit Une IVL Photon does not emit beams at first because the tilt is focused at a point that shuts them off. Adjusting the tilt will expose the beams, but this is likely not how the real fixture behaves.

  • BP_trueOcclusion1

    The BP_trueOcclusion1 blueprint was not meant to be included in release.

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