Proper use of Live Sync Mode

 
@Eiffert: I am running  a tracked cam  project  with  billboards. I am trying to use Live  Sync but I am not  sure if I am using it  correctly. I have selected Live Sync mode in Flow and also opened the  project in Unreal. It asks me press Play in UE, when I do, the projects sync up.  Once synced up I can access the Control Panel in Aximmetry, however I cannot make any changes in UE - it does not respond to the mouse.  To make changes I have to stop  the Live Sync, make the changes in UE and  see how this works in Aximmetry  after  pressing Play in UE. Is there a way of doing this in real time - that is have Live Sync running , and at the same time seeing changes made in UE reflected in Aximmetry, without stopping and starting the  sync.  Once the project with the changes is cooked, will it update  the corresponding  project in Aximmetry. Thanks

   Linford

 
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Eifert@Aximmetry
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Hi,

Live Sync utilizes the Play functionality in Unreal Engine, which is designed as a debug mode for computer game development.
When developing a game, you can make changes and then start the Play mode to test them without needing to compile the game into an executable file. This allows you to observe how objects and actors behave during gameplay. However, any changes made in the Level (scene) during Play are not saved because you are running a pre-compiled game, and those changes might not align with its initial state.

When using Live Sync to develop your scene for virtual production, you should employ the same mindset. Make changes and test them by clicking on Play in Live Sync. If you identify something that needs alteration during Play, note it down and apply the changes after ending the Play session.

There is another use case for Play when not engaged in live production, but rather when working on individual shots. In such instances, you can remain in Play (Live Sync) throughout your production and edit your scene per the director's requirements. Note that while in Play, you cannot use the viewports to make edits, but you can utilize the Outliner panel to select and edit actors. These changes will also appear in Aximmetry in Live Sync. Although Unreal Engine did not originally design Play mode for this purpose when creating it as a game engine, many LED Wall studios use it this way.

During Live Sync, Aximmetry takes control of the camera's movement. However, you still have access to the Simulate Camera feature, which is detailed in the Live Sync documentation:
https://aximmetry.com/learn/virtual-production-workflow/obtaining-graphics-and-virtual-assets/creating-content-for-aximmetry-de/interactive-editing-with-live-sync/
In Simulate Camera, you can also select the Actors of your Level (scene) in the viewport, rather than exclusively depending on the Outliner panel to do so.

Also, some plugins may allow you to save changes during Live sync. These plugins are usually designed to save progress in a game made by Unreal, but may work in this case too.

Warmest regards,

;