Unable to Add Virtual Screens After the 2026 Update – Is AX Scene Editor Now Mandatory?

Hi Aximmetry team,

After updating to the newer Aximmetry version, I can no longer add Aximmetry Virtual Screens to my Unreal project.

What makes this especially confusing is that I was previously able to do this under the earlier Aximmetry licensing and installation workflow. I had already paid for or rented an Aximmetry license, opened Unreal Engine for Aximmetry, added the Virtual Screen asset, configured it with the Aximmetry video nodes, cooked the project, and used it in production without this additional restriction.

After reviewing the current documentation and version history, it appears that this is related to the licensing change introduced with Aximmetry 2026.1.0, where the Unreal component was separated into:

  • AX Scene Editor

  • AX Scene Render Node

The official documentation now states that the Aximmetry Virtual Screen asset and the Get Aximmetry Video Blueprint node are included in AX Scene Editor. The Render Node can run Unreal content, but it does not provide the Unreal editing environment required to add or modify these assets.

So I would like a clear confirmation:

Do I now have to purchase or rent AX Scene Editor simply to add a Virtual Screen to an Unreal scene, even though this workflow was previously available under the license I was already paying for?

This is particularly concerning because Virtual Screen is not some optional luxury feature in my workflow. It is a fundamental integration feature used for monitors, LED displays, caster screens, digital banners, and other video surfaces inside an Unreal virtual production scene.

Aximmetry introduced the dedicated Virtual Screen asset specifically to provide clean video playback without anti-aliasing ghosting. Moving access to that asset and its required Blueprint nodes behind an additional Scene Editor license effectively changes an existing and essential workflow into a separately paid capability.

I understand that Aximmetry may have had to restructure its products because of Unreal Engine licensing changes. However, from the customer’s perspective, the practical result is that a workflow we previously had access to now requires substantially more money to retain.

This raises several important questions:

  1. Is the missing Virtual Screen asset expected behaviour under an AX Scene Render Node license, or is this a technical issue?

  2. Is AX Scene Editor now mandatory for adding or modifying every Aximmetry-specific Unreal asset and Blueprint node?

  3. Are existing paying customers expected to purchase an additional upgrade or monthly rental merely to retain editing capabilities they previously used?

  4. Is there any transition or grandfathering option for customers whose existing Unreal workflows depend on Virtual Screens?

  5. Why is there no affordable creator or scene-development tier for users who need to prepare Unreal scenes but do not need a complete additional production license?

The suggested workaround of developing most of the environment in vanilla Unreal and renting AX Scene Editor only for the final Aximmetry integration is not a practical production workflow. Virtual Screens, Aximmetry video inputs, camera integration, materials, exposure, color response, and scene behaviour must be tested continuously throughout development—not added once at the very end.

This licensing direction makes me seriously concerned about continuing to build our production pipeline around Aximmetry. A production platform must provide predictable long-term access to core workflows. When essential functionality can be moved into a separate paid component after an update, it becomes difficult to plan costs, train artists, maintain projects, or confidently recommend the platform.

I have valued Aximmetry and its Unreal integration, but if the only way to retain a previously available Virtual Screen workflow is to pay for an additional AX Scene Editor license, I will have to evaluate alternative virtual production solutions.

I would appreciate a direct technical and licensing clarification from the Aximmetry team.


This is ChatGPT Translate all my Question

   longph

コメント

Mate@aximmetry
  -  

Hello longph,
Thank you for your detailed explanation and honest criticism. We are very sorry that the changes in licensing came as a surprise. We tried our best to communicate the changes via email to all registered users, provide explanations on http://aximmetry.com/, and also in the Aximmetry webshop. 

1. Yes, this is expected/documented behavior, not a bug. As explained in the Aximmetry documentation on https://aximmetry.com/learn/virtual-production-workflow/which-aximmetry-is-right-for-you/aximmetry-render-components/, the Unreal-side component is now split into two products:

  • AX Scene Editor — a modified version of the Unreal Editor that supports all of its features and all Unreal plugins, and is the right choice if you need editing capabilities to create or modify Unreal scenes in preparation for virtual production.
  • AX Scene Render Node — can render cooked and uncooked virtual scenes created in Unreal Editor and their on-the-fly modifications via Multi-User Editing (which itself requires an AX Scene Editor), but editing of virtual scenes via the Unreal Editor is not available on it — the scene must first be prepared in AX Scene Editor. It's intended for a production machine where the scene won't be edited (e.g., a dedicated editing machine exists elsewhere) or for remote machines in a multi-machine setup.

2. Yes. The Virtual Screen Actor, the Level Blueprint editing, and the Get Aximmetry Video node all require the Unreal editing environment. Per the Virtual Screens documentation itself, this whole workflow — adding the asset, opening the Level Blueprint, wiring up the Get Aximmetry Video node — is described as something you do in AX Scene Editor, not the Render Node. Render Node is play-back/render only.
Any authoring/editing of Unreal content (adding actors, editing Blueprints, adjusting materials) needs the Editor. The Render Node's whole purpose is to run what's already been prepared elsewhere.
Currently, the only exception is that the camera type (green, LED, etc.) can now be selected within Aximmetry via a property of the Unreal module. No longer need to manually add a camera blueprint to the Unreal project, or to re-cook the project whenever a different camera type is needed. 

3-4. The licensing changes were a consequence of the changes in our supplier contracts in February 2026. These legal changes forced a generation change in Aximmetry versions. Provisions were made for Clients who owned lifetime licenses under active maintenance plans at the time. 
There can be no provisions ("grandfathering") made for clients starting a subscription after version 2026. 1.0. If a client starts a subscription with us, we always provide access to the latest software versions, and all the new versions since 2026.1.0 are provided according to the new licensing rules. 

5. We sympathise with your frustration, and we are very sorry that you feel this way. However, affordable is a relative term. It is different for every client. Aximmetry needs to set its prices in a way that the company's survival and the software's continuous development are guaranteed, plus our suppliers also get the required compensation for their development work.
We understand that it might require a change in your usual workflow to find a more affordable solution. If you do not like the suggested workaround, have you considered renting a Studio license with AX Scene Editor to prepare some of your projects? Do you always need the full Broadcast feature set? 

We are happy to answer any further questions you have on the subject and help you to find the best solution for your specific production needs. 

Warmest regards,