Introduction
Aximmetry can connect to Unreal in three distinct ways, each suited to different production scenarios:
- Cooked mode: Offers the best performance and is recommended for final production.
- Editor Data mode: Provides good performance without the need for cooking, but does not support interactive editing.
- Live Sync mode: Enables interactive, real-time editing. Ideal for environments where on-the-fly adjustments are required.
To switch between these modes, change the Connection parameter of the Unreal Project module in the Flow Editor:
Cooked Mode
In Cooked mode, Aximmetry directly loads content generated by Unreal, eliminating the need to run the Unreal Editor. Cooked mode should be used in live production due to its superior performance.
Aximmetry uses the cooked version of the project, which is generated when you select Cook Content for Aximmetry DE from the Aximmetry menu in Unreal Editor:
Consequently, any changes made to the scene in Unreal Editor require the project to be cooked again. Aximmetry can remain active with the Unreal Project module set to Cooked mode and will automatically recognize and reload the project once the cooking process is completed.
Editor Data Mode
Like Cooked mode, Editor Data mode allows Aximmetry to load content without running the Unreal Editor. However, Editor Data mode does not require cooking, which can streamline the workflow in some multi-machine setups. This comes at the cost of reduced performance compared to Cooked mode.
Instead of using cooked data, it loads data intended for the Unreal Editor, without the Unreal Editor running. Be aware that Editor Data mode can increase project load times, especially on the first load.
Live Sync Mode
In Live Sync mode, Aximmetry DE and Unreal Editor for Aximmetry must be running at the same time. Aximmetry establishes a connection with the active Unreal Editor session when you initiate Play in the Unreal Editor.
This mode is invaluable during the scene development phase of your project, allowing for real-time editing and testing without the need to cook the project after each modification.
To use Live Sync, press Play in Unreal Editor for Aximmetry:
In Aximmetry DE select the Unreal module in the Flow Editor and set the Connection pin to Live Sync:
After performing these steps, the same visual output should be visible in both Aximmetry DE and the Unreal Editor.
You have the flexibility to stop and then start again both the Unreal scene and the Aximmetry compound or even the Unreal Editor and Aximmetry itself, the connection will be re-established automatically.
IMPORTANT: Unreal Editor does not save changes made during play. Once play is stopped, all modifications to objects in the scene (map) will revert to their state prior to initiating play. However, you can save objects with the Keep Simulation Changes option.
NOTE: Live Sync is not fully usable in a Multi-Machine setup. The Unreal Editor running on the controller machine will only be received by the controller machine's Aximmetry.
NOTE: The Unreal viewport resolution adjusts automatically following the Out Size pin's value of the Unreal module, similar to in Cooked mode. If the game runs in a separate window within the Unreal Editor, that window's dimensions will also be modified.
NOTE: The "Use Less CPU when in Background" setting in Unreal Editor Preferences is persistently disabled by the Unreal Editor for Aximmetry to ensure optimal performance during Live Sync.
Simulate Camera of Unreal Editor
During Live Sync, or even when only the Unreal Editor is running, it is possible to detach from Aximmetry's camera and move around in the Simulate camera by pressing the following button:
This functionality permits you to select objects directly in the viewport during Live Sync, rather than exclusively depending on the Outliner panel.
You can also set the Simulate camera to be the default starting camera in Unreal Editor.
In this case, the Simulate camera will start from the position where the camera is before pressing Play.
Keep Live Sync Changes
It is possible to save changes made to objects during Live Sync by selecting the Keep Simulation Changes (K) option for an object or objects.
This will ensure that the current modifications to the objects are preserved, so they will remain even when Live Sync is turned off.
NOTE: This option also works when selecting objects on the Viewport in Simulate Camera.