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.


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