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The material that takes out the receiver node is an instance of the material that is in the content folder of the plugin which has a parameter that is changed with the texture it receives from spout,
it was not really necessary to create the material in c ++,
at first I thought so to save myself creating those nodes in blueprint, but Then I did that you could only get the texture, in case you wanted to use it in the gui or use it in a custom material, etc.
Do you think it would be better if it just returned the texture?
For the moment as it does not have much impact on the performance I left it like this.
Thats what i was missing! ... The option for drawing to a texture / renderTarget would be useful also.
On another note:
Is it possible to receive multiple spout sources at different resolutions/aspect ratio ? ... eg. a square frame of 1080x1080px and a 16:9 frame of 1920x1080px .
Currently when i try to send the 1080x1080 frame it is received in unreal very distorted ... when i change it to 1920 x1080 it comes out looking good ... do all the spout receivers need to be the same
res to work properly?
Howdy, Is possible to change the receiver material instance to be emissive / unlit inside blueprint?
... or does this need to happen on the c++ level?
thanks!
ps. great plugin.
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