Basic Usage
Video of installation using UE 5.3.2. Older versions of UE may have a different UI/workflow.
Create new UE 'game' project
Open Epic Games Launcher, launch a supported version of Unreal Engine.
You will need Visual Studio installed, look here for those instructions.
Unreal Engine Editor :
- Create a blank 'game' template.
- Under project defaults, select C++ (Note : other templates do not have C++, for example ‘Architecture’).
- Project location - save to a local root directory. Keep directory names short, avoid special characters other than dash "-" or underscore "_".
- Hit "create'.
Be patient - the UE launcher may appear 'hung' for a few minutes.. eventually, Unreal Engine will :
- Generate folder directory as specified above, containing "solution" file (.sln) and .upproject
- Launch UE.
- Launch Visual Studio.
To proceed, close both UE & visual studio.
Install Evercoast Plugin
- Download the plugin zip file.
Note: 0.4.0 supports UE 5.2x, 0.3.10 supports UE5.0x. Both support older versions of UE. - Extract the zip / copy the 'Plugins' folder from the zip, into the root directory of your UE project.
Do not accidentally replace any existingPluginsfolder, which might lose pre-existing plugins. - Right click on the .uproject file and select
Generate Visual Studio Project Files. - UE will update .uproject – you should see UE pop-up "generating project files".
- Once complete, double click
EvercoastUE.sln(solution) file at project root. This will launch Visual Studio.
Visual Studio, compile code
- In top drop down list, select ‘Development Editor’ as the solution config, before you compile. Using the wrong config will not bring you to the editor.
- Hit F5 to compile.
- VS Output window will show compile happening (~22 steps).
- When compile completes, Output window will close and launch Unreal Editor.
Be patient.. Initial shaders take a few minutes to compile.
Unreal Editor, enable plugins
- Go to
Edit>Plugins, in the popup dialogue of plugins, make sure those plugins are ENABLED:EvercoastPlaybackProcedural Mesh Component(In Rendering section, which should be enabled once EvercoastPlayback is enabled)Electra Player(In Media Players section)Electra Player Utilities(In Media Players section)
- Make sure that NonUFS staging directory is properly set by selecting from menu:
Help>Ensure Packaging Settings for Evercoast
- Restart the editor if needed
- If everything looks fine, you should have a working Evercoast plugin setup ready to go.
Evercoast Assets into UE project
From here, you can work from the Example project with existing assets, or load in standalone Evercoast assets. If you are an existing client with renders in Cloudbreak, you can download assets from the TAKES tab. Or, contact Evercoast to supply you with available recent sample assets. Evercoast is always recording sample assets as we continually improve our software and output fidelity. As of September 2023, we are working on a library of content, and will publish it as soon as available.
- Download sample assets (including ECM and MP4).
- Add assets (ECM and MP4) files into your UE project /Content directories, wherever logical for your project.
Create ECM Asset in UE Project
Import ECM
There are two ways to enable Evercoast volcap content in UE.
Local file
In UE Content Browser :
- navigate to where you want the ECM asset to be stored in your project.
- Click
Add/Importbutton thenImport to.... - Navigate to ECM & MP4 files you downloaded, select them, click ‘open’ to import them.
- After import you should have an imported .uasset; created with an asterice (*)
Optional step:
Double clicking asset, window will open showing platforms it can be played on, data URL with relative path on project root - click ‘save’ top left to save the asset
HTTP streaming
In UE Content Browser :
- right click and select
Evercoast->Evercoast ECV AssetunderCreate Advanced Assetsection. - After that, you should have a
NewEvercoastECV.uassetor similar filename. - Double click it in the Content Browser to edit the
Data URL, then save. Be sure to enter the URL protocol like 'https://'.
Putting volcap actors onto the map
- After importing ECM asset, create a
EvercoastVolcapActorin your map:- Click on Cube+ menu icon on the top toolbar, / All classes / Evercoast Volcap Actor /
Note :
0.3.4 releases and earlier contained Blueprint based class calledBP_EvercoastActorWithRenderer. Since 0.3.5 it's deprecated, and only available for existing projects' compatibility.
- Click on Cube+ menu icon on the top toolbar, / All classes / Evercoast Volcap Actor /
Details Panel assignments
With Evercoast Volcap Actor selected:
Data Source- assignECVAssetpick ‘None’ to navigate to ECM and select itRendering- assignECV MaterialselectCortoUnlit_EyeAdaptationCorrectionfor unlit effect - This is only available if "Show Plugin Content" is selected in the Material browser's ⚙️ Menu.
Note :
If you are using Evercoast.ecvfiles, specifyMaterials/EvercoastVoxelUnlitwhich can be found in thePlugins\EvercoastPlayback\Content\Materialsfolder.- If you want the actor being lit by the dynamic lighting in Unreal, select
CortoLit_GenNormalfor material. For.ecv's counter part, specifyMaterials/EvercoastVoxelLit_GenNormal
- If you want the actor being lit by the dynamic lighting in Unreal, select
Position your asset where you want in the scene. If you cannot locate it in the scene, open the Evercoast actor's Details pane, and under Transform, zero-out the Location X, Y, and Z fields.
- In the
EvercoastVolcapActorDetails panel, make sureAuto Playis turned on inPlaybacksection. - Save the map and hit Play.
You should now have the volumetric capture ECM asset playing, with plugin code compiled.
From here, save your UE project, and close UE and Virtual Studio.
Going forward, you should be able to just open the UE project (no VS required) to work forward.
Does your asset have audio?See Recipe for next steps.
Updated 3 months ago