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Preparing Your Unreal Project To Be Used With Aximmetry DE

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Introduction

In this article, we will describe all the necessary steps you have to take in Unreal Editor for Aximmetry in order for your unreal scenes to be used with Aximmetry DE.

This document assumes that you are already familiar with the concept of Aximmetry DE & Unreal Editor for Aximmetry, but if you would like to learn more about the acquisition and installation of the Aximmetry DE edition and the corresponding Unreal Editor for Aximmetry, please refer to this document: UE5: How to Install and Work with the Unreal Engine-Based DE edition

For the basic workflow of using an unreal scene in Aximmetry DE, please refer to this document: coming soon.

Difference between the vanilla Unreal Editor and Unreal Editor for Aximmetry

We recommend building your whole scene in Unreal Editor for Aximmetry.
The only difference between the vanilla UE and UE for Aximmetry is that the latter has added functionality to be used with Aximmetry DE. (e.g. adding Aximmetry camera, getting and setting triggers or videos, etc.)
Aximmetry DE uses the Aximmetry camera blueprint to access the unreal scene. This blueprint is only available in UE for Aximmetry.

Note: Technically you can build your scene in the vanilla Unreal Editor and take the last steps in UE for Aximmetry, but this gives no advantage.

More on plugins with Unreal Editor for Aximmetry here: UE5: How to Install Third-Party Code Plugins for Unreal Editor for Aximmetry

From now on, we will refer to Unreal Editor for Aximmetry simply as Unreal Editor or UE.

Version mismatch

Please note that Aximmetry DE will only work with the corresponding version of Unreal Editor for Aximmetry.
If there is a new release of UE, it is clearly stated in the Software Version History.

If your project was created with a previous version of UE, when you try to open the project with a new version, a Convert Project window will pop up.

As converting a project cannot be undone once completed (i.e. you cannot convert it back to be used with an older version of UE), we highly recommend making a copy of the original project intact, before proceeding.
This should leave you with two versions of your project:

  • a backup file archived that you can return to later if needed,
  • a work file that you continue to work with and modify.

Although you have several options to proceed with, we recommend considering two alternatives.

Convert-in-place

After creating a backup file of your project. Open your work file in UE. Once the Convert Project window popped up, choose More Options... to see the following window:

Here, choose Convert in-place to convert your uproject file.

Please note that after completing this step your work file will permanently lose compatibility with all previous versions of UE.

Open a copy

This will create a copy of the project in a folder next to the old one and will add the version number at the end of the project folder name, keeping the original version intact.

Completing this step will still allow you to create a backup file of your older version of the project file. We strongly recommend creating it and moving the backup file to a secure archive.

Aximmetry Cameras

For all UE scenes, you must place an Aximmetry camera blueprint in your scene if you want it to be used with Aximmetry DE. This will give Aximmetry access and control to the UE scene.

After opening your scene, navigate to the Aximmetry item in the menu bar and hover over Add Camera...

Here you can see the list of camera blueprints you can add to your project. Add the one you would like to use in your production.
The position and orientation of the camera actor in the scene don't affect the output because it will be controlled by Aximmetry during runtime.

IMPORTANT: Do not move or rename the asset directory. (Unreal Editor for Aximmetry expects them to be there and it might also break asset references.)

Notes:

If there is a camera in the scene already, this menu can be used to replace the existing camera with another one.
A confirmation window will pop up with details about the operation.
If you continue, the existing camera actor and assets will be deleted and a new one will be added.

New versions of the Unreal assets and the corresponding Aximmetry compounds are released regularly.
When a new version is available, a notification will pop up in the lower right corner when you open the project, prompting you to update. Updating the camera assets is necessary to maintain compatibility with Aximmetry, so it is highly recommended.
If you choose to update, a confirmation window will pop up with details about the operation.
If you continue, the existing camera actor and assets will be deleted and a new one will be added.

If you are using an older version of the Aximmetry Common Library but your Unreal project contains a newer version of a camera, you will be prompted to downgrade to the camera version that is compatible with Aximmetry. This works the same way as the update.

Unreal Editor for Aximmetry 5.x (and newer versions)

If you start to create a new UE 5.x project, then we recommend choosing Aximmetry Blank to start with. Aximmetry Blank comes with preset parameters necessary to run your scene smoothly in Aximmetry.
The relevant parameters were used to be manually set in the project imported to OR created in Unreal Editor for Aximmetry 4.x. See here:

Cook Project

If you would like to use Aximmetry DE in Cooked mode, you must cook the Unreal scene before importing it into Aximmetry DE.

Open the Aximmetry menu and click Cook Content for Aximmetry DE.

This will take time, depending on how complex your UE project is.

Please note the when you first Cook a scene it might take a long time as it compiles files and shaders of the .uproject file. 

Aximmetry Camera

In order for Aximmetry DE to see the Unreal rendered scene, you must place an Aximmetry Camera into your project.
Add the camera that suits your workflow.
More information on different workflows here: coming soon
More information on connections with Aximmetry DE: Connection with Aximmetry DE

Go to Aximmetry menu and click Add Camera. From here, select the camera you would like to add.

It will take a few seconds for UE to add the camera.

Tracked Cam in Live Sync mode

If you want to use the tracked camera in Live Sync mode, you have to set the rendering resolution so that it matches what Aximmetry expects.

Go to Edit / Editor Preferences / Level Editor / Play / Game Viewport Setting.

Set New Viewport Resolution to the value of the Out Size pin of the TrackedCam Unreal compound in Aximmetry. (You can view the value of a pin in Aximmetry by hovering over it with the cursor and pressing and holding the Ctrl key)


Start the game by clicking the three vertical dots on the right of the Play button and selecting New Editor Window (PIE).

This will start the game in a new window with the resolution you set in the previous step. From now on you can just hit the Play button, and the game will start in a new window.

AR with Tracked Camera

You must tag all objects with the “AximmetryAR” tag that you want to be visible in your AR scene. Only tagged objects will show up on the final image.

Make sure the tag is added to the Actor / Tags array and not the Tags / Component Tags array of the object.

If you want to use AR in Live Sync mode, you have to do the same as for the tracked camera setup.

Shadow Catcher

Place shadow catchers if you want an object to cast a shadow.

Content Browser: Content / All / Aximmetry_TrackedCam_AR / Blueprints /Aximmetry_Shadow_Catcher

Drag and drop this into the project and place it where you want shadows to appear.
There is no restriction on the number of shadow catchers.

Reflection Catcher

Place reflection catchers if you want an object to have a reflection.

Content Browser: Content / All / Aximmetry_TrackedCam_AR / Blueprints / Aximmetry_Reflection_Catcher

The maximum number of reflection catchers is 3. Keep in mind that reflections have a very high-performance cost.

Unreal Editor for Aximmetry 4.x

If you are using the Unreal Editor for Aximmetry 4.x version OR if you have created your project in a 4.x version and you would like to convert it into a 5.x project, you must do the following steps in order for your scene to work properly with Aximmetry DE.

Cooking Project

If you would like to use Aximmetry DE in Cooked mode, you must cook the Unreal scene before importing it into Aximmetry DE.

Go to File / Cook Content for Windows.

This will take time, depending on how complex your UE project is.

Player Start Actor

By default, the Player Start actor will show up in the scene. This will appear as a joystick in Unreal and as a gray sphere in Aximmetry.

Move the PlayerStart outside of the scene, or under the floor. In this case, the gray sphere will be spawned in an invisible area. (Its position is indifferent to Aximmetry.)

Matching Maps

Match Editor Startup Map with Game Default Map

Go to Edit / Project Settings / Project / Maps & Modes / Default Maps

Check if Editor Startup Map and Game Default Map are set to the same map

If not, then set them to the same one

Stencil

Set a Custom Depth Stencil Pass:

Go to Edit / Project Settings and search for Custom Depth - Stencil Pass.

Select Enabled with Stencil.

Motion Blur

If you want to disable Motion Blur:

Go to Edit / Project Settings / Engine / Rendering / Default Settings,

Untick Motion Blur.

For Tracked Cam in Live Sync and AR scenes, please refer to the 5.x section, since these are the same for the 4.x projects.

Tracked Cam workflow

AR with tracked camera workflow

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