Fixture Details

Each fixture has variables and options for maximum control. By selecting a fixture in the outliner or patch view, you can make changes to any fixture in Unreal Engines “Details Panel”. If this is not already visible to you, you can enable the view by clicking Window – Details.

Once you have a fixture selected, you will see the following options for Static and Moving head fixtures:

Patch Data Section:

The first section of options pertains to the control mode and Unique ID for the fixture.

Click “Change mode” to change the control mode for the fixture. If the desired mode is not available, please request the mode by visiting the support section of this website.

The fields labeled Fixture Number, Patch, Location, Group, and UID are automatically populated using the Import patch Dialog, or can be manually entered or overwritten here or in the patch view or by using the “autopatch” dialog.

Display Section:

The Display section allows a user to modify how the fixture is displayed in the viewport.

By toggling each option, you can enable text/icon visibility to assist with determining patch info or orientation.

Additionally, you can change the material of the fixture body for white/chome/etc options where needed.

Rendering Settings

Each fixture type has default rendering settings that work well by default. There are many cases where a user may want to override these settings for best performance and visual target.

These are divided into sections called “Light”, “Beam” and “Emissive” Settings.

Light- this is the light footprint, as cast by the fixture and strikes a surface.

Beam- this is the “volumetric” contribution of a light as it strikes small particles in the air.

Emissive- this is the glow of the face of the area where the light exits a fixture

Cutom Gobos:

For lights with gobo wheels, you can override any gobo on any wheel with a custom piece of artwork.

To load a custom gobo, click add array element on the desired wheel, and select the slot number to override. Drag a texture asset to the texture slot to override. This should be a black image with white or color image, set to clamp. There should also be at least 5 pixels from the artwork to the border, and the image should be set to clamp, rather than wrap or mirror.

You can also change the start insertion angle to calibrate the slot load.