The "Place Actors" panel gives you quick drag-and-drop access to content in the engine. Broadcast-specific Actors can be found under the "Pixotope" header.
A virtual studio camera not tracking an external camera; used for creating virtual studio shots independent of the limitations of the physical space, yet still with the talent composited into the 3D space.
VS Internal Compositing Plane
A surface displaying chroma-keyed input camera feed and compositing it into the 3D space of the virtual studio.
Garbage Matte Plane
A surface used to block out and output a custom alpha mask for the external compositing mode in Pixotope.
A 3D object useful for calibrating the alignment between the virtual and the real point on the surface.
Calibration Cube Hollow
A 3D object useful for calibrating the dimensions between the virtual and the real space.
Tracked Object Actor
An actor that can be set up to follow a remote object tracking source; you can parent other actors to it or inherit it in your own Blueprints.
A representation of the physical display screen to be used as an XR wall or "virtual window".
Plane with a Media Input Component used for virtual monitors.
Pixotope Widget Renderer
Allows rendering of Unreal’s Widget Components onto the video output.
Learn more about Unreal’s Widget Components → https://docs.unrealengine.com/4.27/en-US/Basics/Components/Widget/
Pixotope Animated Text Mesh
A dynamically generated 3D text mesh, with a variety of pre-programmed animations.
BPE Compositing Mesh
An actor which mimics the person found in the image using NVIDIA’s Body Pose Estimation.
BPE & Plane
Convenience actor which creates a
BPE Compositing Mesh
VS Internal Compositing Plane as the child of the BPE Compositing Mesh following it in position and scale
Custom Compositing Mesh
Unlike the VS Internal Compositing Plane does this actor allow the usage of dynamic meshes to display an input feed. Additionally it allows to set custom components for
Depth and Stencil - mandatory
Feathering - mandatory
Ray Traced Reflections
Due to the handling of dynamic meshes/actors, you need to create duplicates of your mesh/actor for each field.
For static meshes use a VS Internal Compositing Plane and change the Master mesh.
Assigning of components can also be done via blueprint.