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Production console · ICVFX support

Technical support that knows your stage inside out.

Unreal Support loads your exact ICVFX rig — nodes, LED volume, tracking and sync — then answers every question from official Unreal documentation and real-world stage experience.

Rig-aware answers
Every reply is grounded in your real nodes, wall, tracking and sync.
Documentation, plus the field
Sourced from official Unreal docs and real-world experience, with a confidence split on every answer.
Investigation tracking
Log issues and record what worked, what didn't — project management for your stage.
ICVFX · nDisplay · LED volumes · Genlock & sync
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Unreal Engine plugin

UnrealSupportPlugin

Live diagnostics from inside Unreal Engine, streamed straight to this console. Install it on every render node and the Live UE page lights up with real-time stage health — no log digging, no RDP sessions mid-show.

Live frame timing
Game, render and GPU thread times with FPS, streamed every second so stutters are visible the moment they start.
nDisplay cluster state
Node role, cluster ID and sync policy read from the running nDisplay session — confirm every node is in the cluster it should be.
Quadro Sync & genlock
House sync presence, framelock state and sync counters via NVAPI on Quadro Sync II cards — catch a dropped genlock before the wall does.
System vitals
GPU and VRAM utilisation, CPU load and memory per node, so you can see headroom shrinking before frames drop.
Multi-node auto-discovery
Connect to the primary node and the console discovers the display nodes from the nDisplay config automatically.
Read-only & lightweight
A small WebSocket server on the production LAN (port 30011). It reports state — it never changes your project or scene.
Install
  1. Download the plugin zip below.
  2. Extract it into your project’s Plugins folder (create the folder next to your .uproject if it doesn’t exist). You should end up with Plugins/UnrealSupportPlugin/UnrealSupportPlugin.uplugin.
  3. Enable it: open the project, go to Edit → Plugins, search for “Unreal Support”, tick it and restart the editor. Do this on the editor node and both display nodes.
  4. Open the firewall for TCP port 30011 on each node (inbound, production LAN only).
  5. Connect: in this console open the Live UE page, enter the primary node’s IP and hit Connect — the display nodes are discovered automatically.
Download

Unreal Support

A production console for virtual production stages running Unreal Engine 5 with nDisplay.

Live UE Monitoring

The Unreal Support Plugin runs a WebSocket server inside UE. Once connected, the dashboard streams live data every second — frame timing, GPU stats, nDisplay cluster status, LiveLink subjects, genlock state, and hardware metrics from NVML and NVAPI.

Multi-Node

Connect to your editor node IP and the dashboard automatically discovers and connects to all display nodes listed in your nDisplay config. Each node gets its own tab. The All nodes view shows a live health grid across the whole cluster at a glance.

Quadro Sync II (NVAPI)

When built with the NVAPI SDK, the plugin queries your Quadro Sync II cards directly — house sync signal presence, lock state, sync mode, per-GPU primary/secondary role, and incoming house sync frequency in Hz.

GPU Hardware (NVML)

NVML loads dynamically at runtime — no SDK needed. Reports temperature, GPU utilisation, VRAM usage, clock speeds, power draw, performance state, and throttle reasons for every GPU in each node.

nDisplay and Genlock

Shows cluster operation mode, node count, primary node, inner frustum and chromakey state, and stage actors. The genlock section reads swap sync policy, sync enable state, and swap interval directly from nDisplay CVars.

LiveLink and Camera Tracking

Lists all LiveLink sources with connection state, subject count, and type. For each subject, shows role and live transform data. For the Vive Mars this means you can verify the tracker is streaming to UE without opening the editor.

AI Support Assistant

The Support page is an AI assistant with context about your specific rig. Ask it about nDisplay configs, VP troubleshooting, camera settings, or anything stage-related. Powered by Claude.

Issues, Checklist and Planner

Log stage issues with tags and track their status. The Checklist is a pre-shoot readiness list. The Planner shows upcoming shoot dates. All data is stored in Firebase and synced across devices.

Plugin installation
1. Extract UnrealSupportPlugin-UE5.7-Win64.zip
2. Copy UnrealSupportPlugin/ into YourProject/Plugins/
3. UE → Edit → Plugins → search "Unreal Support" → Enable → Restart
4. Project Settings → Plugins → Unreal Support → set port (default 30011)
5. Add firewall rule: netsh advfirewall firewall add rule name="UE Support" dir=in action=allow protocol=TCP localport=30011
6. Enter the machine's IP in the Remote Control section and click Connect
WebSocket payload — top-level keys
frametiming — fps, gameMs, renderMs, gpuMs, rhiMs, drawCalls, primitives, RAM
ndisplay — cluster, nodes, innerFrustum, chromakey, stageActors, genlock
livelink — sources and subjects with live transforms
level — map name, world type, streaming sub-levels
convars — watched console variables and their current values
gpu — NVML: temp, utilisation, VRAM, clocks, power, throttle per GPU
gsync — NVAPI: Quadro Sync II lock state, house sync, per-GPU role
Reports
Saved support analyses — open for a reader-friendly view or export as PDF

nDisplay Quick Start

Complete startup sequence for this stage — 15m × 3m curved LED wall, 3-node cluster, Vive Mars tracking, Sony HDC-1500.

1
Power on — in this order
1. AJA sync generator — turn this on first and wait for it to lock. It provides house sync (blackburst) to the Quadro Sync II cards. If it comes on after the cards have already booted, they won't detect the signal until restarted.
2. Novastar MX2000PRO — the LED wall processor. Power on and confirm the wall is showing input or a test pattern.
3. Display nodes (both HP Z8 workstations with A6000 + Decklink) — boot these before the editor so Switchboard can connect to their listeners.
4. Editor node (HP Z8 with RTX 4090) — boot last. This is where you run Switchboard and UE.
2
Verify network
All three workstations must be on the 10GbE isolated switch (the dedicated production network, not the office network). Confirm you can ping each display node from the editor node:
ping 192.168.x.x
nDisplay requires low-latency, reliable LAN. If pings drop or spike, check cable connections at the switch before going further.
3
Start Switchboard Listener on each display node
On each display node, navigate to and run:
C:\Program Files\Epic Games\UE_5.7\Engine\Binaries\Win64\SwitchboardListener.exe

A small console window appears — leave it running. It listens on port 2980 and waits for Switchboard to connect from the editor node.

Tip: Add a shortcut to SwitchboardListener.exe in the Startup folder on each display node (shell:startup) so it launches automatically on boot and you never have to think about it.
4
Open Switchboard on the editor node
Open your UE project on the editor node, then:
Window → Virtual Production → Switchboard

If this is the first time:
— Set UE4Editor path to your UE 5.7 executable
— Set your .uproject path
— Add a nDisplay Device for each display node: click +, choose nDisplay, enter its IP address

If Switchboard has been used before, your saved config will restore all device entries automatically.
5
Connect all nodes in Switchboard
Click Connect next to each display node. The status indicator turns green when connected.

If a node won't connect:
— Confirm SwitchboardListener.exe is running on it
— Check Windows Firewall isn't blocking port 2980
— Add a rule: netsh advfirewall firewall add rule name="Switchboard" dir=in action=allow protocol=TCP localport=2980
6
Launch the nDisplay cluster
In Switchboard, set the nDisplay Config file path to your .ndisplay file (which defines the L/R node split, viewports, and cluster config for this wall).

Click Launch All. Switchboard will push the project to each display node and start UE in nDisplay Cluster mode. The LED wall should go live within 20–40 seconds.

The editor node runs UE in normal editor mode. The display nodes run as cluster nodes and appear in the nDisplay panel inside UE.
7
Verify sync — Quadro Sync II + AJA
Open this site → Support → Unreal Engine Remote Control, enter a display node's IP, and connect.

In the Quadro Sync card, confirm:
House sync: Present — the AJA signal is being received
Sync locked: Yes — the GPU is locked to house sync
Sync mode: HouseSync — not Internal V-Sync
✓ Per-GPU roles show Primary and Secondary correctly

If house sync is not present: check the BNC cable from the AJA to the Quadro Sync II card. The AJA should output blackburst at 25Hz to match the 50Hz wall.
8
Verify camera tracking — Vive Mars
The HTC Vive Mars connects via LiveLink native to UE. In UE open Window → Virtual Production → Live Link and confirm the source is connected with a subject visible.

In the dashboard, the LiveLink card should show the source connected with live transform values updating every frame.

Mount the four IR receivers on the lighting grid above the shooting area. The Sony HDC-1500 should have the Vive Mars tracker unit attached and the lens encoder connected for lens data.
9
Verify SDI camera feed — Sony HDC-1500
The Sony HDC-1500 outputs 1080i50 SDI to both display nodes via Decklink. Confirm the media player is showing a live picture in the inner frustum viewport.

If you don't see the camera feed:
— Use Blackmagic Media Express on a display node to confirm the Decklink is receiving signal
— Check the SDI cable from the camera CCU to both display nodes
— Confirm the UE Media Source is set to the correct Decklink input
10
Enable inner frustum and go live
In UE, select the nDisplayRootActor in the outliner. In its details panel:
— Enable Inner Frustum
— Set the cine camera component to your tracked camera
— Confirm the frustum is rendering correctly relative to camera position

The frustum should move and perspective-correct as you physically move the camera. If it's static, the LiveLink controller component on the camera actor may not be set up correctly.

You're live. Check the dashboard — all nodes connected, sync locked, LiveLink active, inner frustum enabled. The stage is ready.
Quick troubleshooting
Wall stuttering or frame drops — check GPU ms in the dashboard. Above 40ms means you're over frame budget. Thermal throttling means the GPU is too hot.
Visual tear between L/R panels — Quadro Sync issue. House sync must be Present and Locked on both display nodes simultaneously. Power-cycle display nodes after confirming AJA is outputting.
Inner frustum slipping on pan — LiveLink latency or lens calibration issue. Check LiveLink frame age in the dashboard. More than 2–3 frames indicates a tracking delay.
Switchboard can't connect to a node — SwitchboardListener not running, or firewall blocking port 2980. See Step 5.
nDisplay won't launch — check Switchboard's log output. Common causes: wrong .uproject path, wrong nDisplay config path, or display node doesn't have the project built.
No camera tracking — Vive Mars base stations must be powered and synced before UE loads. If they come on after, restart the LiveLink source in UE.

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In the nDisplay Config Editor use File → Export to save a .ndisplay file, then upload it here. The AI support assistant reads it for your exact cluster topology — nodes, hosts, viewports and resolutions.
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