SuperStage Changelog
This document records user-visible changes for the current documentation set. It only keeps information that can be confirmed from the current plugin structure, source tree, or user-facing tool entries. Unverified performance claims, internal development notes, and removed-module marketing text have been removed.
26H2.6
Do not upgrade an existing project in place. Fixtures moved from Blueprints to data assets, and both the structure and the naming changed a lot. We did not write redirectors for the old fixture classes. If you have a project in production that still uses the old Blueprint fixtures, stay on the old plugin and start new projects on 26H2.6. There is a whole section on upgrading at the end. Read it before you touch anything.
Alright. Here is what is in this release.
26H2.6 concentrates on four areas. The fixture system was replaced outright: a fixture is now a definition file you can import, edit and upgrade, and the GDTF import pipeline and the whole fixture library were rebuilt around it. Aerial beams moved from material beams to our own volumetric beams, and all 510 definitions in the library have been migrated. The console filled in output arbitration, undo, the command matrix and slot appearance. And there are two new content systems: stage fountains, and laser animation assets.
231 automated tests across the whole plugin. All passing.
Details below.
1. A fixture is no longer a Blueprint
One more model used to mean one more Blueprint asset. When a manufacturer released a new package, someone moved it in by hand, and changing one piece of shared logic meant a whole set of derived assets recompiled behind it. At a few hundred models, that road runs out.
A fixture is now assembled from three assets. Super Fixture Definition is the definition of the fixture itself, holding identity, physical data, mechanical axes, emitters, optical elements and DMX modes. Super Fixture Library is the channel library, which is to say the fixture's DMX personality: modes, attributes, subattributes and channel sets all live in it, and it can be shared by several fixtures. Super Prism Preset handles prisms, three independent configurations, each describing how the beam gets split.
All data-driven fixtures share one Actor class, and the model is determined by the definition asset. Asset Browser categories, patch naming, MA sync grouping, channel grid color coding: everywhere that needs to tell models apart now decides by channel library asset instead of by class name. Right-click a fixture in the scene and you can jump straight to editing or locating its definition.
The new fixture editor is a single viewport with four tabs: Fixture for the definition, DMX Test for testing channel by channel (no console needed), Channel Map for address occupancy, Validation for the check results. Right-click in the Content Browser gives you "Compile" directly, with multi-select for batches. The channel library editor is wired into the undo system and stores index paths for its three-level lists, so it will not misalign halfway through an undo.
This release also closes off a few long-standing problems.
The hardest one to track down was fixtures going dark across the whole scene after a plugin upgrade. The compiled product is saved alongside the definition asset, so after a version bump the disk still held the old version number while the source data had not changed. The system decided a rebuild was unnecessary, then at registration it failed silently because the versions did not match. The whole chain said nothing. All three points are closed now, and the debug panel states plainly that the product is from a previous version instead of handing you a bare Registered: NO to guess at.
Channel-set lookup on 16-bit channels was off by one set. The range table is stored in the 8-bit domain, while the evaluation side went through a float normalization and then multiplied by 255 and truncated. The two paths are exactly equivalent at 8 bits and not equivalent at 16 or 24, so single-value channel sets could never be selected.
And five additive LED channels had no binding rules at all. The channels imported, they held addresses in the patch table, the console could push them, and they drove nothing. This release fills in the rules, and adds an audit case along the way: run the derivation over real assets and list the still-unbound attributes by frequency.
MA2 failing to see the new fixtures came out of this same architecture change. When the MA2 panel scans the scene it groups by C++ class and takes the model from the class name. Under the old architecture one model was one class, so that grouping was correct. Data-driven fixtures are all the same Actor class, so the whole scene collapsed into one row, the library path was taken from the first fixture encountered, and every other model was sent into MA2's patch as that one. Grouping by channel library asset fixed it.
2. Drop in a GDTF package and it works
The new import pipeline is complete: channels and modes, geometry tree and mechanical axes, 3D models, gobo wheels, color wheels and prisms, thumbnails. One manufacturer package generates all of it.
The part you feel most in practice is selective import scope. Nine items are grouped into four sets by channel, geometry, optics and identity, and on re-import only the ones you tick get replaced. Anything you adjusted by hand is left alone. That step is where fixture library maintenance usually goes wrong.
The batch import panel lets you pick a set of GDTF packages at once and build fixtures in bulk according to library conventions, handling overwriting existing assets, name collisions and source paths in the panel. Right-clicking a fixture definition also gives you "Upgrade in place from source GDTF", which picks up later importer improvements without a re-import. By default it only reports differences and changes nothing, so you look first and decide after.
The rest is small but affects how many fixtures come out usable: models support .3ds and .glb as fallbacks, normalized to the dimensions declared in the package; a fixture with no model at all gets a placeholder body generated from the GDTF PrimitiveType, so there is no more light without a body; ModeMaster conditional channels are supported, with ranges grouped by condition; zip entry names are decoded as UTF-8, so models with Chinese names no longer go missing; GDTF export puts mode and function names back, so a round-trip does not lose data.
The import smoke test was upgraded into a full-library auditor this release, supporting mode-only parsing, exception aggregation and collision statistics.
3. There are now 869 things in the library
The Asset Browser holds 869 placeable assets in total:
| Category | Count | Contents |
|---|---|---|
| StageLight | 806 | Fixture library, imported from GDTF, 54 manufacturers |
| StageModel | 18 | Truss, scaffolding, stage decks, seating stands, barriers, drapes, cable trays, audience and more |
| SuperVFX | 18 | Smoke, fire, snow, bubbles, streamers, pyro, fountains, pools |
| SuperLight | 16 | In-house fixtures, seven series: Aurora / Blaze / Flare / Hyperion / Machinery / Spark / Thunder |
| SuperStage | 11 | Screens, projectors, lasers, LED tape, broadcast cameras, lift and track machinery, Madrix, blockout models and more |
The fixture library side of that is 54 manufacturers and 806 models, backed by 2881 channel libraries and 414 prism presets, with 903 GDTF source packages retained.
The ten manufacturers with the most models: Chauvet Professional 71, Prolights 69, Robe 68, CKC Lighting 60, Elation 58, Ayrton 42, ACME 38, Terbly 38, Cameo 35, Martin Professional 35. Also added or migrated this release: Clay Paky, JB-Lighting, ADJ, LightSky, High End Systems, Vari-Lite, EK Lights, DTS Lighting, CINDY, GLP, Spotlight, DLW, Infinity, Starway, Showtec, MegaLite, MARK, ARRI and others. PARs, blinders and strobes were bulk-imported from a list, and the import scripts and source path conventions went into the toolchain with them.
The release ships a 资产总清单.csv (full asset list), 869 rows, with category, manufacturer or series, model, class name, DMX mode and source. If you want to check whether a particular fixture is in the library, searching that file is the fastest way.
4. Why we do not use the engine's spot light
UE's SpotLight was not built for stage fixtures.
A stage fixture's gobo wheel, color wheel, framing shutters and prism are not four separate effects. They are four pieces of glass strung along one optical path, and they have to be computed together inside the same cone. Assembling that out of an engine light plus a light function material means solving for each piece separately. Worse, under the old approach the aerial beam and the pool on the floor took two different paths, the beam through a material and the pool through a light function, each computed on its own, so color, angle and occlusion would all disagree. And the cost was there in plain sight: at minimum one engine light plus one light function material instance per fixture.
This release adds SuperConeLight, an in-house cone light pipeline, and all three beam pipelines were moved onto it. Gobos, color wheels, framing shutters and prisms are all projected by the cone light, and the aerial beam and the floor pool share one set of optics and one time base. That is one engine light and one material instance less per fixture.
The glow at the exit aperture now comes from the beam shader directly, with no extra primitive needed. The aperture is treated as a disc, so it does not turn with the camera and does not punch through the fixture body. A camera-facing billboard never looks like a real object. That is a hard rule for us.
Multi-head beams support independent pan and tilt per head. Emitters gained circular layout and XY scaling of the lens model, and an emitter with no lens model gets a generic default part scaled automatically to the exit aperture radius. Fixture body models are out of physics and navigation, and arrows, address text, hooks and the rest of the debug and decorative primitives were removed along the whole chain.
5. Volumetric goes from test build to default
In the last release the volumetric beam still had "test" attached to it. In this one it is the default backend for aerial beams, and the library migration is complete.
The migration in numbers: 510 fixture definitions, 514 emitters and 517 runtime beam columns moved from material beams to volumetric beams, and profile fixtures with framing shutters moved to volumetric shaper beams. After the migration there are no fixtures left on the material pipeline.
The beam type dropdown was also reordered by purpose, volumetric first, the no-column types in the middle, the old material pipeline at the bottom marked Legacy:
| Type | Use |
|---|---|
| Volumetric Beam | Volumetric beam plus aerial column, the current default |
| Volumetric Shaper (Profile) | Volumetric beam plus four-blade framing, for profile fixtures |
| Ray Beam (Matrix / FX) | Pure beam, no optical elements, for matrix and effect fixtures |
| Wash (Color / Blinder / Strobe) | Wash, blinder and strobe |
| Spot Only (No Column) | Cone light only, no aerial column drawn; the floor gobo is unaffected |
| Pixel Matrix | Pixel matrix fixtures |
| Effect Plane (LED FX / Magic) | Effect planes |
| Material Beam / Shaper (Legacy) | Old material pipeline, kept so you can fall back, not used for new content |
All enum values on existing assets are unchanged, so nothing already saved is affected.
Occlusion is the one most worth mentioning. The cone light and the volumetric beam now share one shadow atlas and one sampling function. Before, only the beam column respected occlusion and the floor pool did not, so what you saw was the beam getting blocked while the pool sat on the floor untouched.
If a fixture is visible on screen, it casts a shadow. We removed the shadow slot allocation that queued by camera distance. Fixtures far from the camera used to lose their place in the queue, which showed up as that fixture having no shadow. You can lower resolution. You cannot lower existence. That is the other hard rule.
Haze flow speed is exposed as a parameter now (HazeSpeed, in cm/s), decoupled from wisp scale. It used to be locked to wisp size, and slow enough that you could not see it moving.
Gobo edges moved from per-segment footprints to anisotropic sampling, which fixes soft-edged gobos turning into hard angular edges from side camera positions. Dithering is on by default, which kills the concentric rings.
One more for performance: the shaper shader and the beam column itself are genuinely separated now. A volumetric beam without blades compiles with not a single blade instruction in it.
6. The fixes you cannot screenshot
Every item in this section was wrong before this release.
Color. Additive channels use manufacturer-measured emitter chromaticity, subtractive channels use manufacturer-measured filter chromaticity, a ColorTint opcode was added for plus/minus green correction, and fixtures carry a native white point. An 8000K beam fixture no longer comes out the same color as a 3000K tungsten unit.
Color temperature. Endpoints now come from the Kelvin values declared in the library and are read per range. Before this, 85% of the CTC channels in the library used one fixed range.
Main axis mechanical ranges. This was never imported from GDTF at all, so tilt travel was wrong on the vast majority of fixtures. It is imported from the declaration in the package now, falling back by axis role when it is missing: ±270° for pan, ±135° for tilt.
Continuous rotation. Default values no longer keep rotating. Of the 1094 rotation channels in the library, 665 used to rotate on their own while at rest.
Default values. Taken from InitialFunction now, so 6373 channels no longer power up with the shutter fully closed.
Framing shutters. Blade order follows the GDTF spec, 1 top, 2 right, 3 bottom, 4 left. Blade edge ends, boundary ordering and rotation ranges were all corrected, and blade assembly rotation is computed separately from gobo rotation. Insert-and-rotate style framing fixtures no longer default to being cut into a crooked diamond.
Strobe is interpreted in Hz, with the range taken from the declared values. Per-cell dimming works on matrix fixtures, GDTF BeamType is read, and rings and backplates no longer fire beam columns.
Prism layout is a live parameter now, with facet count, radius and facet size all adjustable and position normalized across the whole fixture. A concentric ring layout was added, with any number of rings and per-ring facet count, phase, size multiplier and intensity, plus per-ring position scaling. Before, there was one row of fixed preset buttons; if you wanted multiple rings you placed each facet by hand, and you could not get them evenly spaced anyway.
7. Console
SuperConsole has been merged back into the main SuperStage plugin and is now an editor module inside it. Enabling SuperStage is enough; there is nothing separate to install. The entry point moved to the SuperStage toolbar as a top-level menu below SuperDMXTool, and is no longer under the engine's Window menu.
This release adds no new panels to the console. What changed is whether the results are correct. Several playbacks pressing the same fixture are now layered by cue, intensity channels use HTP, and the remaining attributes are decided by source priority and timestamp. An executor fader only affects intensity, so pushing it to 50% will not turn the fixture elsewhere or switch it to a different gobo. Undo covers every operation except settings, and playback no longer pushes records the operator never made onto the stack. The command line is an MA-style mode by target matrix; Copy and Move are wired to their backends, while Edit, Assign, Stomp and the Sequence and Executor targets are not, and stay greyed out. Timecode frame rate is a property of the timeline itself, with display and export reading the same source, covering the common rates from 24 to 60, with NTSC on exact rationals and standard drop-frame numbering. Groups, presets and sidebar view slots share one naming appearance with independent toggles for name, background color, image layer and doodle layer.
The show file format moved to 2.7. Reflected structs carry a block length prefix, so adding or removing a field now affects only that struct instead of throwing the whole file out of alignment, and six fields that were never actually being saved are back. Files saved as 2.7 cannot be read by older versions. Old show files read fine in this release.
8. Fountains
The new SuperFountain can be driven over DMX and shares the same optics as the lighting.
Nozzles are components on the fountain device. The pool is a separate scenic Actor, and neither depends on the other. If you only want a pool, place a pool; there is no need to put a fountain down first. The reverse is worth remembering too: the fountain device carries no water surface of its own, so the scene needs a pool Actor for water to render.
Water is done in five layers: the coherent jet on analytic ballistics plus breakup length, breakup droplets as GPU particles, then aerated white water, pool ripples on a height field, and water surface rendering by analytic intersection with no mesh.
The physics is calibrated against manufacturer samples. Exit velocity is derived from pressure, with 0.2 MPa giving 20 m/s, and droplet size converges by Weber number over a wide distribution. Underwater lights are in candela, the same convention as the projectors. Scattering from stage lights hitting the water mist uses the same phase function as the beams. The motion blur shutter follows frame duration by default, so a change in frame rate will not smear droplets into one continuous streak.
Every parameter is adjustable from both the Details panel and console variables, with 36 automated tests behind it.
9. Lasers
In the last release the laser could bake content, but the content itself had to be authored somewhere else. This release fills in the authoring side.
Laser animation assets can be created in the Content Browser and opened by double-clicking, with a baker, an SVG importer, an editor and a Sequencer track alongside them.
Two decisions are worth stating clearly. The first is that it stores vectors, not point clouds: the asset holds Bezier outlines and modulation parameters, and the point stream is computed at playback, which makes it resolution independent, editable at any time, and means changing scanner parameters does not mean redoing the content. The second is that there is no fixed duration: motion comes from the frequency of the effects, the periods of different effects are unrelated, and any point in time can be evaluated directly, so scrubbing, jumping and reverse playback need no warm-up.
One animation can be sent to several devices. Before this, pressing "+" to add a device in the Details panel produced an entry that collided on default values, was treated as a duplicate and deleted on the spot, so what you saw was that you could only ever add one, with no error. Sequencer bakes per device. The multicast device limit went from 4 to 60, and the join operation moved to the receive thread.
Canvas editor
Node-level editing: edit Bezier control points directly, marquee and multi-select, grid snapping, transform handles you drag to rotate and scale, convert to path. The canvas pans and zooms, frames to a device, and shows the projection area.
Layers can be copied and pasted across assets, and the clipboard moved to Base64, so multi-line text layers no longer get cut in half. Deleting several nodes merges into one undo, and switching layers clears edit state bound to indices. The layer panel exposes fields that were previously hidden, and layer background colors were reduced to solid colors. Text layers take Bezier curves straight from the font outlines, with no bitmap in between. Curve subdivision actually takes effect now. The corner marker went from decoration to information that genuinely affects the bake.
The effect system now matches Pangolin Beyond
The previous "modulators plus animators plus structural effects" setup was something we came up with ourselves. It did not line up with professional laser software, and anyone used to Beyond was lost coming over. We went through Pangolin's official documentation and rebuilt it after Beyond's effect editor, in six categories:
| Category | Description |
|---|---|
| Oscillator | Continuous oscillation, waveforms including accelerate, decelerate, ping-pong, step and random landing points |
| Key | Keyframes, each effect carrying its own local timeline with a draggable curve editor |
| Color | Color stop line by application scope by blend mode |
| Points | Point-level operations: repeat points, anchor points, fixed-count beams, beam collapse. Laser only |
| Filter | Cleanup: even spacing, decimation, soft ending, removal of long blanking travel |
| ZoneChase | Device chase, with fades between steps |
Colors are no longer rainbow across the board. Segmented mode gives two- and three-color splits, Brightness Only leaves hue completely alone (the only mode usable on a single-color laser), HueShift offsets from the original color, and speed defaults to 0, meaning static. Run modes now cover one-shot, bounce, random landing points and custom waveforms, and the waveform dropdown lists 2/4/8/16 steps and 2/3/4/8/16 random landing points directly. Every effect has its own center point, and the effect chain shows a summary. Key gained position and dual-axis, Oscillator gained path shapes. Scope and Strength are exposed only on the effects that actually use them, instead of on all of them.
A Timeline tab was added at the bottom, spanning the full width. Before, arranging anything meant reading numbers out of a list and working out the differences yourself. Adaptive second ticks, plus a beat grid drawn from Tempo, with a bar line every 4 beats.
ILDA and baking
Complete ILDA read and write, covering the various formats and the malformed-file cases.
We did something tedious here: a separate validator command line, written to the IDTF14 rev011 spec, that trusts the spec and not our own reader. A round-trip test is completely blind to the reader and writer making the same mistake, and byte order, color order and Y-axis direction are exactly the things most likely to be wrong on both sides at once. The export device is now set explicitly, the frame count is shown before you press export, and empty frames no longer scramble the frame numbering.
The baker respects galvo physics. The point budget is a hard ceiling, dwell points are allocated to corners by severity, dwell is added before and after blanking, and there is ordering optimization and color deskew. Frame rate is a derived result, and the interface states the verdict directly. Authored content and baked content both go through the scanner simulation, so the two sources no longer look different in previz.
The transport bar wraps now. Before, once a control went past the canvas width Slate simply clipped it and drew nothing, so ILDA export, grid, snapping, blanking and scan point controls were completely out of reach with no indication whatsoever. Import and export moved up to the asset editor's main toolbar. There is also a pattern picker and a layer inspector panel.
10. There is a question mark in the top-right corner of the panels
All 14 tool panels got a help button. Click it and you get the instructions for that panel. The help text is all in the localization dictionary, so it follows the language setting.
The Asset Browser was rebuilt. Search now matches model, manufacturer and fixture type at once, with space-separated terms. Three entry points were added, All, Favorites and Recent, each showing its count. Hovering a tile shows the full model, manufacturer, type and DMX mode count, and there is tile scaling and a result count. Right-click supports place, replace, favorite, locate in Content Browser and open fixture definition, and double-click places directly. The list updates itself as assets are imported and deleted.
One particularly annoying fix along the way: dragging a fixture into the scene no longer loses your place in the browser. The drag records a "recently used" entry, which rebuilds the category tree; the tree widget records both selection and expansion by node object, so when the rebuild swaps the objects, you lose both. What you saw was the page snapping back to All Fixtures with every sidebar group collapsed. Placing ten fixtures meant finding your way back ten times. Category nodes now reuse the same object across rebuilds, and both survive. (Clicking empty space in the sidebar yourself still takes you back to All Fixtures. That is intended.)
On the patch tool, the candidate list now follows the scene selection. Before, patching a second batch back to back would still act on the first one. Fixtures that Apply is going to skip are flagged before you press it, ClearPatch no longer resets the IDs of everything selected, and inline table edits are all undoable and recompute conflicts immediately.
Channel grid: cross-universe drags are no longer discarded, group drags keep their universe offsets instead of collapsing into one universe, a conflict at the drop target turns red during the drag and is refused on commit, and dragging in from the Outliner automatically skips occupied ranges without changing existing IDs. Color blocks are coded by channel library, and the look changed to liquid glass.
The DMX configuration panel dropped the sACN multicast count input, and the protocol, network adapter and start universe inputs were narrowed. Prism presets, channel libraries and fixture definitions no longer share the product logo and each have their own icon.
11. MVR and grandMA
MVR was rewritten to the 1.6 spec as a complete read/write library. This needs saying plainly: the files it used to export were completely unreadable, because of matrix syntax, DMX address and uuid problems. That is fixed. On import it keeps GDTFSpec and GDTFMode, and lists the model by DMX mode combinations available in the library for you to choose from, preselected from the GDTF information.
On grandMA, MA3 sync sends the DMX mode (MA2 has no such capability), and fixture types and modes are mounted by index and read back for verification. MA3 sync groups in layers by model plus mode, instead of cramming several modes into one Grouping. Synced mode names use the same printable-ASCII cleaning rules as import. The MA2 issue with new fixtures was covered earlier.
12. Language and testing
Property names, enum dropdown entries and tooltips in the Details panel moved to English, with Chinese supplied by the engine localization dictionary. This release covered 44 headers and over 1100 lines. Console variable help text also moved to English, covering 235 entries across the cone light, beam, volumetric beam and fountain pipelines.
The localization gather configuration had the metadata gathering step added. Property names and tooltips had never entered the translation flow at all, which is why the Details panel stayed English even with the Chinese pack installed. This release adds 72 translations, leaving only the panels under concurrent development untranslated.
231 automated tests cover 26 test groups: 42 for laser animation, 36 for fountains, 53 across the fixture pipeline, and the rest spread over the console, MVR and the Asset Browser. Beyond the unit tests there are three command line tools: the full-library GDTF auditor, a console cold-process audit (full-domain show file round-trip, full-domain undo round-trip and version consistency checks in a clean process), and the separate ILDA validator mentioned above.
One more on rendering: all distance culling is off. Fixtures the camera could plainly see used to disappear once they passed a distance threshold. That behavior is gone.
13. Read this before you upgrade
This release is a dividing line. Upgrading is not a matter of clicking OK.
One, do not upgrade existing projects in place. The fixture asset structure and naming changed substantially in this release, and we do not provide redirectors for the old fixture classes. Existing projects on the old Blueprint fixtures should stay on the old plugin. The only redirectors kept are the Cutting to Shaper set, which covers the component classes, material nodes, enum values and Blueprint functions that current assets store by name.
Two, if you installed the SuperConsole plugin separately, remove it from your project's Plugins folder before upgrading, or it will collide with the module of the same name inside the main plugin. The console's record of the last opened show file moved to SuperStage/Config/SuperConsolePro.ini.
Three, the show file format moved to 2.7, and files saved by this release cannot be read by older versions. Back up first if there is any chance you will need to roll back. The other direction is fine: this release reads old show files normally.
Four, fixture definitions you have already imported can pick up this release's importer improvements through the right-click "Upgrade in place from source GDTF". By default that operation only reports differences, and makes changes after you confirm.
Two more. The fixture library is fully migrated to the volumetric beam pipeline; Material Beam and Material Shaper are still in the dropdown marked Legacy, for use only when you need to fall back, and are not recommended for new content. And the fountain's water surface needs a pool Actor in the scene before it renders.
14. In closing
The work that took the longest in this release is exactly the work you cannot screenshot. 665 rotation channels turning on their own. 6373 channels powering up with the shutter shut. 85% of CTC channels sitting on one fixed range. Once they are fixed you cannot point at anything on screen that looks different, but whether previz looks real comes down almost entirely to these.
Some things are not done. A few targets in the console command line still have no backend, and we have left them greyed out. We would rather you see at a glance that it is not built than press it and be left guessing. Translations have not caught up on a few panels that were being changed at the same time. Next release.
A few things that have to be stated clearly. Previz output is for communication and checking, and does not represent the final on-site result of real fixtures or real screens. DMX, MVR, GDTF and grandMA workflows depend on third-party systems, file formats, networks and version compatibility. Fixture library data comes from manufacturer-published GDTF packages, and its accuracy is subject to what the manufacturer published. On a real show, hardware, network, structural, safety and regulatory verification still has to be done by qualified engineers. What we make is a previz tool.
SuperStage 26H2.6 is available now. If you run into problems, tell us directly.
26H2.5
Plugin Structure Update
- SuperMadrix and SuperLaser have been merged from standalone plugins back into the main SuperStage plugin, and are now runtime modules of the main plugin. Enabling SuperStage is enough; those two plugins no longer need to be installed or enabled separately.
- The SuperCAD module has been removed from the main plugin. Construction-drawing features are no longer shipped with SuperStage. The 26H2.2 note about "SuperCAD merged back into the main plugin" no longer applies to the current version.
- The main SuperStage plugin currently contains: SuperCore, SuperDMX, SuperNdi, SuperMadrix, SuperLaser, SuperShader, SuperAuth, SuperAssets, SuperTools.
New Rendering Features
- Added the white-model render actor
SuperWhiteModelActor. Dropping it into a level renders the whole world as a white model; the details panel toggles and tints it, and deleting the actor restores the original view. It applies in editor viewports, PIE, and Movie Render Queue. - Volumetric beams no longer add their additive pass in debug visualization views.
Laser System (SuperLaser)
- Rewrote laser mesh generation around ILDA pen semantics: blank points lift the pen, same-position dwell points collapse into nodes, and cross-figure jumps are disconnected automatically. This fixes points previously being connected or separated incorrectly.
- HotBeam presentation: dwelling beam points now render as constant-width beam pillars with a gaussian hot core and dedicated gain, visible from any angle. Beam shots are noticeably brighter and more solid.
- Fixed flicker and brightness pulsing while playing animated laser content (several defects in the geometry update path and the scattering phase function).
- Fan sheets gained stroke-based dwell shading (slow segments and corners read brighter), world-space smoke, and scattering-phase modulation for a more realistic look.
- Reworked impact spots: hits render as camera-facing glow sprites (blazing core plus soft halo). Surface-hugging flat quads that clipped complex receivers such as trees and screens are gone.
- Surface hit patterns: connected line graphics project as crisp lines on walls and floors (requires collision to be enabled).
- Added MirrorX / MirrorY switches, implemented as render-mesh scaling without touching the laser point data. The default orientation now matches the Beyond preview.
- Scanner simulation now defaults to off (its interpolation and inertia smoothing corrupt HotBeam dwell semantics). It can be re-enabled in settings.
Laser Pattern System (SuperLaser sub-module)
- Added 7 global pattern motion effects: Sweep, Pulse, Orbit, Figure8, SpinPulse, Drift, and Bloom. Motion mode is decoded from Ch16 Bit2-4 and applied at the pattern-generation entry point — all 29 patterns benefit automatically.
- Added DMX color animation: Ch16 Bit5-6 supports Rainbow, Spectrum, Fire, and Cycle color animations, driven automatically in DMX mode.
- Extended Ch16 channel: previously only Bit0-1 controlled mirror; now Bit0-1 mirror + Bit2-4 motion + Bit5-6 color animation.
- Ch5/Ch6 position mapping switched to
ToSignedUnit(): 128 as the center dead zone with asymmetric slopes on each side, matching console feel. - Ch8 rotation speed dead zone: changed from ±1.5 tolerance to exact ==128 check, eliminating spurious rotation triggers.
- MirrorX/MirrorY moved to component mesh via
SetLaserMirror(); generated point data no longer carries mirror transforms, avoiding double application. - Dimmer default changed from 0.0 to 1.0 to prevent silent zero-output.
- Removed editor-only ArrowComponent from both SuperLaserPatternActor and SuperLaserProActor.
Laser Recording Improvements
- MovieSceneSuperLaserSection playback accuracy: rewritten recording-frame to evaluation-time mapping for smoother recorded playback.
- LaserDataProcessor enhanced point-data processing pipeline.
- SuperLaserSubsystem simplified: removed redundant state-tracking code and streamlined recording interfaces.
- SuperLaserTypes refactored: consolidated laser data type definitions with consistent naming and structure.
Laser Fog Speed Recalibration
- Three-layer fog noise speed constants recalibrated ×12: the old constants were copied directly from a screen-space version, producing ~2 cm/s drift in world space (effectively stationary). After recalibration, FogSpeed=1 yields approximately 267/99/93 cm/s across the three layers — consistent with real stage haze drift.
- Component default FogSpeed adjusted from 0.3 to 1.0.
Procedural Stage Structures
The following procedural structure actors were added, under the StageModel / StageProgram category in the asset browser:
| Actor | Description |
|---|---|
| Super Barrier | Spline-driven barrier with front-of-stage, crowd-control, and site-fence forms; can conform to terrain. |
| Super Stage Roof | Stage roof system with flat, gable, and arch roof profiles, including corner towers, roof trusses, roof skin, PA wings, and a backdrop frame. |
| Super Grandstand | Tiered grandstand with automatic aisle splitting and sightline clearance readout. |
| Super Stair Tower | Stair tower with single-flight or double-return layout, showing step and slope parameters. |
| Super Trackway | Spline-driven ground panels with multi-lane layout and optional staggered joints; can conform to terrain. |
| Super Cable Run | Cable routing with either suspended sagging spans or ground cable ramps. |
| Super Ballast | Ballast layout that reports the required mass for an entered overturning moment. |
Other changes:
- Fixed circular truss section types having no effect. Box, Triangle, and Flat previously produced identical geometry; each section is now generated correctly, and a section rotation parameter was added.
- Size and count limits on stage structure actors were raised to match large-event scale. Sliders still cover the common range, and larger values can be typed in directly.
- Fixed an instanced-mesh navigation bounds ensure that could fire while editing parameters or dragging spline handles.
Licensing
- When a session becomes invalid (signed out by support, expired, revoked, or otherwise invalid), the reason is now shown instead of silently clearing the entitlement cache.
- SuperCAD and SuperMCP were removed from the entitlement module set. The modules that currently require a license are SuperStage, SuperLaser, SuperNdi, and SuperCustom.
Documentation and License Files
- Added the software license agreements
LICENSE_zh.txt/LICENSE_en.txtandTHIRD_PARTY_NOTICES.txt. - Added legal documents
docs/legal/terms_zh.md,terms_en.md,privacy_zh.md, andprivacy_en.md. - Added partnership policy documents for SuperStageTeam, authorized resellers, and educational institutions.
- Removed all SuperCAD, construction-drawing, and drawing-deliverable statements from the user documentation set: the product documents, module lists, toolbar manual, fixture library manual, legal documents, and partnership policies were updated to match the current module composition.
SuperCAD_UserManual_zh.mdandSuperCAD_UserManual_en.mdwere deleted. - Removed the
docs/tutorialgetting-started documents, along with their entries in the documentation index.
26H2.2 Changelog
Release Date: July 12, 2026 Important: Due to major server and authorization changes, all users must upgrade to this version. Older versions may no longer sign in or access online services correctly.
Core Architecture
- Rebuilt the SuperStage backend, including account, authorization, version management, and client communication services.
- Added one-click browser sign-in and automatic authorization return to the client.
- Added Google account sign-in.
- Improved account status, authorization errors, suspension messages, and update notifications.
- Improved plugin initialization, module loading, and online service stability.
Rewritten Stage VFX System
- Completely rebuilt the stage VFX system with unified assets, triggering logic, and resource organization.
- Added firework, confetti, flame, pyrotechnic, and bubble effect machines.
- Added multiple confetti intensity levels.
- Stage effect machines can be triggered through a single DMX channel and integrated with Art-Net, sACN, and Sequencer workflows.
Experimental Volumetric Beams
- Added a new experimental volumetric beam system.
- Supports dynamic occlusion, GOBOs, color wheels, and prism effects.
- Improved rendering performance for scenes containing larger numbers of fixtures.
- Fixed GOBO striping, moiré artifacts, and unstable edges on narrow beams.
This feature is still under testing. Performance must be verified with the hardware and scale of each project.
Crowds and Characters
- Added a preset character library with two animation styles.
- Added base and emissive material layers for each character.
- Added character mesh LOD support.
- Improved the batch character generator with real-time progress, status display, and cancellation.
- Fixed crowds disappearing after restarting the editor or reopening a level.
Stage Asset Changes
- Removed all legacy built-in stage model assets.
- Reorganized fixture, crowd, effect, material, and other plugin resources.
- Projects directly referencing legacy plugin models may require manual asset replacement after upgrading.
Performance and Packaging
- Improved volumetric beam, crowd generation, stage effect, asset loading, and editor performance.
- Reviewed coding standards, module dependencies, and editor/runtime module separation.
- Added Windows packaged application support.
- Fixed selected packaging failures and runtime dependency issues.
- Improved compilation and runtime compatibility across supported Unreal Engine versions.
Other Updates
- Added USD model import support.
- Added and updated selected fixture configurations.
- Updated Chinese and English localization.
- Fixed update notification content and styling issues.
- Removed deprecated code, assets, and legacy dependencies.
Upgrade Notes
- All users must upgrade to 26H2.2.
- Back up the project and close Unreal Engine before updating.
- Sign in again through browser authorization if the previous session becomes invalid.
- Check asset references because legacy stage models have been removed.
- Retest Windows packaged projects after upgrading.
Usage Boundaries
SuperStage previews are intended for design, communication, and workflow checks. They do not represent the final physical output of real fixtures, screens, or stage effect devices. Hardware, networking, structural, fire safety, operational, and regulatory requirements must still be verified by qualified professionals.
26H2.1
Plugin Structure Update
The main SuperStage plugin now contains only these modules:
- SuperCore
- SuperDMX
- SuperNdi
- SuperShader
- SuperAuth
- SuperAssets
- SuperTools
The following features are standalone plugins and must be enabled separately:
| Standalone plugin | Description |
|---|---|
| SuperCAD | Construction drawing window, annotation, statistics, and DXF/PDF/PNG export. |
Main SuperStage User Features
- UE scene actors for fixtures, screens, projectors, light strips, truss, drapes, stage floors, crowd objects, and related stage elements.
- Art-Net / sACN related DMX workflows.
- Fixture Universe, Address, and Fixture ID management.
- Patch Tool batch patching, address-occupancy preview, and conflict hints.
- DMX Activity Monitor channel-value snapshots.
- MVR, GDTF, and grandMA2 / grandMA3 related data-preparation entries.
- Fixture Library Editor, Gobo Atlas, Color Atlas, Prism Preset, and related editor tools.
- Authorization, offline activation, and module-entitlement UI.
Documentation Policy Changes
- SuperCAD is no longer described as a built-in SuperStage module; SuperNdi is currently built into SuperStage.
- User documentation no longer states fixed latency, fixed frame rate, fixed hardware scale, or fixed performance improvements that cannot be directly verified from source.
- Stage structure actors are documented as UE scene-building and displayed-statistics tools only. They do not promise real-world structural safety or regulatory compliance.
- The
devdocsdirectory is treated as developer/API reference, not as a primary user manual entry.
Documentation Still Under Review
- Old changelog entries about removed modules and standalone plugins.
- Stage asset documents that mention load standards, safety decisions, or engineering conclusions.
- Editor tool documents whose menu paths must be checked against the current SuperStage toolbar menu.
SuperStage Changelog
Recording feature updates, bug fixes, and performance optimizations across SuperStage versions.
Version 26H2.0
Version: 26H2.0 Release Date: June 4, 2026 Based on: 26Q2.9
MVR File Export Support
A new MVR Export feature has been added to the DMX tools. You can now export fixtures from the current SuperStage scene directly as standard MVR files (.mvr), readable and reusable by MVR-compatible software such as VectorWorks, grandMA, and Capture.
Export content includes:
- The 3D positions and orientations of all selected fixtures in the scene (identical to the SuperStage viewport)
- DMX patch information for each light (Universe, start address, Fixture ID)
- All corresponding GDTF fixture profile files for all fixtures, packaged alongside the MVR without manual profile organization
Usage:
- Open DMX Tools → switch to the MVR Export tab
- Check the fixture types to export
- Click Export and choose a save path
The exported
.mvrfile can be directly imported into software supporting the MVR standard such as VectorWorks, Depence, and grandMA onPC. Fixture types are automatically grouped by model, and patch data is ready to use out of the box.
SuperDMX Supports 512 Universes
SuperDMX's Art-Net / sACN input and output capabilities have been extended to 512 DMX Universes, making it more suitable for large stages, matrix lights, pixel light strips, and multi-console integration projects.
Benefits:
- Both Art-Net and sACN can cover 512 Universes; complex projects no longer need to split configurations due to Universe count limits
- DMX patching, address preview, activity monitoring, and recording workflows simultaneously support 512 Universes
- Large light arrays, matrix light walls, and light strip projects can more easily maintain consistent Universe planning during on-site debugging
grandMA Patch Import Fully Upgraded
The previous SuperData workflow has been deprecated and replaced by a new grandMA import method. You can now connect directly to grandMA2 / grandMA3 from the DMX Tools and quickly import fixture patch data from SuperStage scenes into the console.
Benefits:
- No longer need to install the SuperData server
- No longer need to install additional MA plugins in the MA console or onPC
- No longer need to manually prepare, replace, or maintain fixture profile files
- Imported patches automatically carry corresponding fixture profiles by fixture type; each fixture type is processed only once, making batch projects easier
- Supports subsequent synchronization of newly added or changed fixture data, reducing redundant imports and manual verification
Fixture Profile Resource Updates:
- grandMA2 fixture profiles added to the plugin directory
- GDTF fixture profiles added to the plugin directory
- The new import workflow prioritizes using profile resources bundled with the plugin and already bound, making project migration and delivery to client computers more convenient
MADRIX Light Strip Connection & Recording Playback
New MADRIX light strip connection capability allows the local MADRIX main output to be brought into SuperStage in real time and directly drive light strip / matrix light strip materials for previewing effects such as stage LED lines, matrix light walls, and pixel light strips.
Feature Highlights:
- Supports displaying MADRIX main output in real time on light strip carriers in SuperStage scenes; light strip visuals change instantly during on-site debugging
- New dedicated MADRIX light strip material entry, keeping only brightness adjustment for cleaner configuration, making it easier to create custom materials according to project needs
- Supports recording MADRIX output to Sequence; recorded content can be played back directly in Sequencer
- Recorded MADRIX light strip signals can be played back offline without the MADRIX software, suitable for previz, delivery demos, and review in environments without external software
- Recording and playback optimized for continuous animation performance, reducing redundant refreshes while balancing real-time preview smoothness and visual quality
NDI Configuration Panel Smoothness Optimization
The NDI configuration panel now auto-refreshes the source list once when opened; subsequent refreshes are manually triggered by the user as needed, avoiding repeated scanning during selection, switching, and editing that previously caused prolonged UI freezes.
Experience Improvements:
- Refreshing the NDI source list no longer freezes the entire configuration panel; a clear refresh status is displayed during the process
- The source list dropdown uses the last refresh result and does not trigger re-scanning during expand and selection
- Adding, deleting, and modifying input configurations feels lighter with many NDI sources or in complex network environments
- The manual refresh button can re-fetch the latest NDI sources at any time, making on-site troubleshooting and source switching more intuitive
Framing Fixture Blade Range Recalibrated
The four-blade framing range for framing fixtures (Blade / Framing) has been recalibrated, correcting the previously insufficient framing depth issue.
Experience Improvements:
- When framing blades are pushed to 50%, the light spot is physically half-obstructed, matching real fixture behavior
- Full push achieves complete light cut-off, with no residual light from insufficient framing
- Applied uniformly to all fixtures using the framing system
Beam Surface Hotspot Rendering Optimized
The hotspot effect when beams project onto stage surfaces has been comprehensively upgraded. For some fixtures, the surface hotspot is now drawn by the beam itself, no longer relying on the engine's built-in spotlight component, resulting in more accurate projection and better performance.
Benefits:
- Surface hotspot and beam volume are fully synchronized — GOBO patterns, color wheels, prism beam splitting, and blade framing appear identically on the hotspot as within the beam, eliminating beam-hotspot mismatch
- Reduced engine spotlight component overhead; frame rate significantly improved in multi-light scenes, especially dense fixture groups such as matrix light arrays
- Hotspot dynamically follows beam zoom, focus, rotation, and other parameters in real time without additional configuration
Beam Quality Stability Optimization
New Dynamic Quality toggle and Custom Quality control added to beam default parameters. Auto quality strategy is still used by default; when projects have special camera positions, long-distance viewpoints, or high-precision capture needs, dynamic quality can be disabled and beam sampling quality manually fixed.
Experience Improvements:
- Custom quality range: 10%-100%. When dynamic quality is off, adjustment is made directly in fixture defaults
- Manual quality bypasses automatic downsampling caused by camera distance, zoom, and viewing angle, avoiding beams being pulled to excessively low quality in some scenes
- Normal beams and framing beams use the same quality parameter set; framing, prism, GOBO, and color wheel effects remain consistent
Lighting Color Fidelity Optimized
This version brings a unified optimization of color reproduction in lighting rendering. The color appearance of white light, color temperature, colored beams, GOBOs, framing lights, lasers, and effect lights is now closer to real stage fixtures.
Experience Improvements:
- White light reproduction is closer to the cool-white look of real fixtures, reducing problems of warm, gray, or "screen white" appearance
- Color temperature adjustment, CTO, warm/cool blending, and RGB / RGBW / CMY color mixing results are more natural, making it easier to align color adjustments with real fixture effects
- Colored beams have better saturation and clarity; red, green, blue, cyan, purple, and other colors no longer appear dull or artificial
- GOBO, prism, framing, matrix lights, lasers, and effect lights use more consistent color reproduction, with smaller color differences between different fixture modules
New "Director Mode" for Media Input
Screens (SuperScreen) and projectors (SuperProjector) now support a third input source — Director Mode. Place a "Director Camera" in the scene to use the camera's live view as the content source for screens or projections, easily achieving on-stage screen linkage, virtual monitors, and other effects.
Usage:
- Drag DirectorCamera from the asset browser and position it at the desired camera position
- Select Director in the screen or projector's SourceMode
- In the DirectorCamera property that appears, select the director camera instance in the scene
Feature Highlights:
- Director cameras support custom resolution and field of view (FOV), allowing adjustment of image quality and field of view as needed
- Capture toggle can be turned on/off at any time; zero performance overhead when not in use
- Multiple screens/projections can reference the same director camera for multi-screen same-source display
- Multiple director cameras can be placed with different screens referencing different positions for multi-camera switching
Patch Tool Experience Upgrade
Two practical improvements have been added to the DMX Patch Tool, greatly simplifying multi-round batch patching workflows.
Auto-Increment Start Values:
- When opening the Patch Tool, the start Universe, start Address, and start Fixture ID automatically read existing fixtures in the scene, starting from the next available value
- Each time "Apply" is clicked to complete a patch, all three start values automatically update to the latest available position, allowing the next round of patching without manual adjustment
- Manual modification is still supported; auto values serve only as intelligent defaults
Auto-Rename Fixtures During Patching:
- A new RenameID checkbox has been added to the toolbar (checked by default). When enabled, clicking "Apply" automatically sets the fixture name in the Outliner to the format ClassName_FixtureID (e.g.,
SuperStageLight_1,SuperWashLight_5) - Blueprint fixtures are also supported; names are automatically stripped of engine suffixes for brevity
- Uncheck to keep the original names unchanged
Patch Preview Panel Integration & Visual Channel Grid
The patch preview panel has been integrated into the DMX Patch Tool, with a new visual channel grid preview. No more switching windows — after patching, you can visually inspect the channel occupancy of all fixtures within the same panel.
Feature Highlights:
- The channel grid visually presents all 512 channels of a Universe in 32x16 format, with fixtures displayed as colored blocks occupying their corresponding address ranges
- Supports multi-Universe display; each Universe expands independently, scrollable to view all patches
- Fixture blocks support mouse drag to change start address; takes effect on release, with both table and grid synced in real time
- Built-in conflict detection — overlapping address channels in the same Universe are highlighted in red; duplicate Fixture IDs are also prominently flagged, making patch errors visible at a glance
- Grid and left-side patch table are bidirectionally linked; selecting a fixture on either side highlights it on the other
One-Click Model Binding to Screens / Light Strips
A new right-click menu one-click binding entry has been added for screens (SuperScreen) and light strip effects (LightStripEffect), eliminating the tedious operation of adding StaticMeshActors one by one in the Details panel. Binding 100 models takes just 2 clicks.
Usage:
- Select one or more Static Mesh Actors in the level viewport or Outliner (as display carriers for screens / light strips)
- Right-click to open the context menu → expand the SuperStage submenu
- Choose Bind To SuperScreen or Bind To LightStripEffect → the secondary submenu lists all candidate target Actors in the scene in real time
- Click any target Actor; the selected models are appended to that target's target array and the material takes effect immediately
Feature Highlights:
- Target lists are automatically sorted by ActorLabel ascending for easy navigation
- When there are multiple targets, an additional Add To ALL entry is provided for binding to all targets at once
- Append + dedup mode: previously manually added elements are preserved; repeated clicks do not create duplicates
- Full Undo / Redo support throughout; misoperations can be undone at any time
- Menu items auto-hide when the selection contains no static meshes or there are no candidate targets in the scene, causing zero disruption to other workflows
40 New Native C++ Stage Fixture Assets
This version completes native C++ asset implementations for fixtures from multiple major international manufacturers, all based on real GDTF channel mappings with full-pipeline rendering ready for DMX control → color / rotation / beam / gobo / prism / framing — drag into scene, patch DMX, use immediately.
Compared to Blueprint implementations, C++ fixtures deliver significantly improved performance in multi-light scenes, and incorporate the "Beam Surface Hotspot" and "Dual Color Wheel / Multi-Gobo Wheel" template function upgrades in this version for more accurate rendering details.
| Manufacturer | Models |
|---|---|
| Robe (7 models) | BMFL Blade, MegaPointe, LEDWash800, iSpiider Wash, DL4X Spot, iBar15 |
| ClayPaky (4 models) | Sharpy Plus, HY B-EYE K25, B-EYE K10, Alpha Beam 300 |
| ADJ (6 models) | 12P HEX, Encore Burst 200, 32HEX Panel IP, 40HEX IP Panel, Encore LB15IP |
| ETC (3 models) | ColorSource Par, ColorSource Spot, D60 Vivid |
| GTD (2 models) | 1500N Profile, 330II Beam |
| Martin (2 models) | ELP Par IP, MAC Aura |
| Chauvet (2 models) | Strike 1, Strike 4 |
| CKC (1 model) | P10+ |
| PR-Lighting (2 models) | AQUA 580 BWS, PR-2926 |
| GLP (5 models) | Impression GT-1, Impression S350, JDC1, Impression X5 IP Maxx, Impression X4 Bar 20 |
| Astera LED (1 model) | Titan Tube |
| Spark (1 model) | P1Evo |
| JB-Lighting (2 models) | P18 MK2 Profile MA HP, P18 MK2 Wash MA HP |
| GTB (2 models) | XS600IP, LED X7 |
All fixtures come with built-in fixture icons (Asset Browser thumbnails), 3D housing models, and SuperFixtureLibrary profiles, directly recognized by the Patch Tool with no additional configuration needed.
Upgrade Instructions
Upgrading from 26Q2.9 to 26H2.0:
- Direct overwrite installation is sufficient. This update may be incompatible with older project versions; please back up the old plugin before updating. If urgent compatibility handling is needed, contact the administrator.
- New: MVR file export feature — export fixtures from DMX Tools to VW, MA, Capture, and other software
- New: SuperDMX Art-Net and sACN protocols both support 512 Universes
- New: grandMA2/MA3 patch direct import — no longer need SuperData server and MA plugins
- New: MADRIX light strip connection, recording, and offline playback
- New: Director Mode — SuperScreen and SuperProjector support using camera views as media sources
- New: Patch Tool auto-increment start values + auto-rename fixtures during patching
- New: Patch preview panel integrated into Patch Tool, new visual channel grid + conflict detection
- New: Right-click menu one-click model binding to screens / light strips
- New: 40 native C++ fixture assets (Robe, ClayPaky, ADJ, ETC, GTD, Martin, Chauvet, CKC, PR-Lighting, GLP, Astera LED, Spark, JB-Lighting, GTB)
- Optimized: Framing fixture blade range recalibrated for more precise framing
- Optimized: Beam surface hotspot rendering upgraded — better performance, GOBO/prism/framing effects fully synchronized
- Optimized: Beam quality now has two modes: Dynamic / Custom
- Optimized: Lighting color fidelity comprehensively improved
- Optimized: NDI configuration panel source list refresh no longer causes stuttering
Version 26Q2.9
Version: 26Q2.9 Release Date: April 25, 2026 Based on: 26Q2.5
Editor Experience Optimizations
Tool Window Docking Persistence
All SuperStage tool windows now support docking state persistence, automatically restoring to the last docked position when the editor restarts.
Benefiting Windows:
- SuperBrowser Asset Browser
- SuperDMX Patch Tool / Patch Preview / DMXToMa
- MVR Import / SuperData Import
- GOBO Atlas Builder / Color Atlas Builder
- SuperDMX Configuration / SuperNDI Configuration / LDLink Monitor
Previously, these windows needed to be manually reopened and docked after each editor restart; they now behave consistently with native UE panels — set the layout once and it persists long-term.
Toolbar Icon Optimization
Toolbar and tab icons now load and display immediately on editor startup, eliminating the previous issue of blank icons during early startup.
Plugin Update Check
The editor now automatically checks for new SuperStage versions on startup:
- New version available: An update notification window pops up showing the latest version number and update content, with one-click access to the official download page or full update history
- Already up to date: A brief notification pops up in the bottom right confirming the current version
- A new "Check for Updates" button has been added to the bottom of the authentication panel for manual checks at any time
sACN Recording Optimization
When using Take Recorder to record DMX data via the sACN protocol, the system now automatically manages multicast groups:
- Automatically joins the multicast groups for the target Universe range when recording starts, ensuring complete data reception
- Automatically scales back to the default range after recording ends, releasing unneeded multicast subscriptions
Previously, recording sACN required manually ensuring multicast groups were joined, or data might be lost. Now fully automatic; Art-Net users are unaffected.
CAD Perspective 3D View
The CAD Drawing Editor now includes a Perspective 3D View, allowing stereoscopic inspection of fixture layouts from any angle:
- The view direction dropdown in the toolbar now includes a "Perspective 3D" option, or press shortcut 5 for quick switching
- Right-click drag to rotate the view, middle-click drag to pan, scroll wheel to zoom in/out
- When switching back to orthogonal views (Top/Front/Side), previous zoom and position are automatically restored; switching back to perspective also restores the previous 3D view
- Fixture annotations, dimension lines, cable routes, and other CAD annotations display normally in perspective mode
- Ground grid automatically adapts to perspective projection; scale bar is automatically hidden in perspective mode (because the pixel-to-physical-dimension mapping varies with depth in perspective)
Suitable for quickly previewing overall spatial layout after fixture arrangement, or showing stereoscopic effects to clients. All CAD tools (selection, annotation, measurement, line drawing, etc.) function normally in perspective mode.
Placement Panel Asset Categorization
SuperStage's fixture and stage assets are now automatically categorized in UE's built-in Place Actors panel. Assets can be quickly found and placed without opening SuperBrowser.
- Fixtures, stage equipment, procedural models, etc. are categorized and displayed in separate classification tabs
- Newly added fixtures and assets automatically appear in corresponding categories without additional configuration
New Fixture Assets
This version significantly expands the fixture asset library with 18 new fixtures, covering moving heads, framing fixtures, wash lights, strobes, matrix lights, profile lights, front lights, fan lights, vintage lights, and other mainstream fixture types.
Clay Paky
- Sharpy Plus — Classic beam moving head supporting CMY color mixing, dual color wheels, dual gobo wheels, effect wheel, dual prisms, frost, and zoom
- HY B-EYE K25 — LED wash moving head with RGBW four-color mixing + CTO color temperature compensation, built-in 66-color macro color wheel, 4°-60° ultra-wide zoom range
Robe
- BMFL Blade — High-power moving head framing fixture with four-blade framing system
- MegaPointe — Multi-function moving head
- LEDWash 800 — LED wash light, RGBW four-color mixing + CTO
Hyperion Series
- Hyperion 700 Profile — 700W RGB LED framing fixture
Flare Series
- Flare RGBW600 — Wash light, RGBW four-color mixing + zoom
- Flare WashMH600 — Moving head wash light
Spark Series
- Spark Profile600 — Profile light, four-blade precision framing + zoom
- Spark Vintage300 — Vintage light, warm/cool color mixing
- Spark V1 — COB front light
Blaze Series
- Blaze Atomic3K — High-power strobe light
- Blaze Strip1000 — Long bar LED strobe
- Blaze MatrixStrip20 — Matrix bar strobe (20-pixel independent control)
Thunder Series
- Thunder Sidewinder10 — Sidewinder 10-head matrix beam bar
Aurora Series
- Aurora Fan200 — 200W LED fan light
- Aurora Fan400 — 400W LED fan light
Fixture Profile Management
JSON Profile Import & Export
Support for importing and exporting fixture configuration files (profiles) in JSON format, facilitating cross-project sharing and backup of fixture data.
MA2 Profile Support
New import and export capabilities for grandMA2 profile XML format, enabling direct data exchange with grandMA2 console fixture profiles.
Programmer & Playback
CUE Copy & Paste
The CUE list now supports copy, paste, and slot move operations for quickly reusing and adjusting programmed lighting effects.
Show File Save Optimization
- A new Save button has been added to the encoder bar for one-click saving of the current show file
- Unsaved changes display a badge indicator on the button to prevent forgetting to save
Bug Fixes
- Fixed issue where deleted fixture properties remained in the property panel
- Fixed issue where the interface did not properly refresh after show file overwrite save
Lighting Distance Parameter Unit Standardization (Metric)
The maximum throw distance parameters for stage lights, lasers, and projectors have been unified from centimeters to meters, aligning with stage and lighting industry conventions (PAR light hanging height and laser throw distances are all measured in meters), making property panel input more intuitive.
Three affected fields:
- Stage Light MaxLightDistance (
FLightingComponentDefaultValue) — default value23.45 mfor all fixtures inheriting fromASuperStageLight(moving heads, PAR lights, Beam lights, Spot lights, rectangular lights, matrix lights, etc.) - Laser MaxLaserDistance (
ASuperLaserActor) — Beyond laser visualization Actor, default value23.45 m - Projector MaxLightDistance (
ASuperProjector) — NDI video projection / architectural mapping Actor, default value30 m
User Experience:
- Enter meters directly in the property panel (e.g.,
23.45), no more writing values like2345centimeters - Internal light attenuation radius, Shader beam geometry, and scene ray detection still use centimeter precision; rendering is fully equivalent with no precision loss
- Reference ranges: small studio 10-15 m, medium theater 20-30 m, large stadium 50-80 m, outdoor festival 80-100 m
Smart Beam Sampling Quality (Auto LOD)
Beam rendering quality is now automatically managed by the system based on camera-to-beam distance, with no manual configuration needed.
Benefits:
- When the camera is close to the beam, sampling precision automatically increases to maximum, with the strongest volumetric feel and clearest detail at close range
- When the camera is far from the beam, sampling overhead automatically decreases, maintaining consistent distant appearance with significantly reduced GPU load
- Smooth transitions as the viewpoint moves, with no quality jumps or performance jitter
- Fixed a visual issue where close-range beams showed gaps at certain angles
Parameter Changes:
- The original
BeamQualitybeam quality parameter has been removed (including beam default parameters, API function signatures, and DMX adjustment items) - Previously users had to choose between "precision" and "performance"; now both are achieved simultaneously. If Blueprints reference the old field, delete it and re-save
Volumetric Beam Rendering Performance Significantly Optimized
Deep optimization of stage beam rendering; common wide-angle scene frame rates improved 2-4x, eliminating the "frame drop when widening zoom" concern.
Benefits:
- Moving heads and beam lights with wide open zoom for stage flood effects can be used confidently without compromising frame rate
- Overall preview smoothness of dense light arrays significantly improved
- No more severe frame drops when the camera faces directly toward the beam direction during fixture placement
- Visual quality remains consistent — all colors, edge softness, GOBO patterns, and prism effects are identical to pre-optimization
Engine Version Support Changes
Starting from version 26Q2.9, SuperStage pauses UE 5.6 updates while adding UE 5.8 support.
| Engine Version | Support Status |
|---|---|
| UE 5.6 | Paused (frozen at 26Q2.9) |
| UE 5.7 | Continued updates |
| UE 5.8 | Newly supported |
From this version onward, SuperStage only updates for UE 5.7 — UE 5.8. Users still on UE 5.6 should upgrade their engine version as soon as possible.
Upgrade Instructions
Upgrading from 26Q2.5 to 26Q2.9:
- Direct overwrite installation is sufficient. This update may be incompatible with older project versions; please back up the old plugin before updating. If urgent compatibility handling is needed, contact the administrator.
- New: All tool window docking layouts are automatically saved, no need to re-arrange after each restart
- Note: Starting from this version, UE 5.6 builds are no longer provided; please use UE 5.7 or UE 5.8
- New: 18 fixture assets (Clay Paky, Robe, Hyperion, Flare, Spark, Blaze, Thunder, Aurora series), covering moving heads, framing lights, wash lights, strobes, matrix lights, front lights, and other mainstream fixture types
- New: JSON profile import/export + grandMA2 XML profile interoperability
- New: CUE list copy & paste feature + encoder bar save button
- New: Place Actors panel displays SuperStage assets by category; quick placement without opening SuperBrowser
- Note: The maximum distance parameter unit for lights/lasers/projectors has changed from centimeters to meters. Existing saved values in Blueprints and levels will be read with the new unit (displayed distance will appear 100x larger). Please manually divide old centimeter values by 100 before saving (e.g.,
2345→23.45,3000→30), or reset to new defaults in the Details panel
Version 26Q2.5
Version: 26Q2.5 Release Date: April 8, 2026 Based on: 26Q2.2
Media Display Module
SuperScreen (Upgraded from SuperNDIScreen)
SuperNDIScreen has been upgraded to SuperScreen, no longer limited to NDI video streams and now supporting multiple media source inputs.
New Features:
- Media Source Mode Switching: New media source mode switching allows free switching between NDI live video streams and static textures
- Static Texture Input: After switching to static texture mode, any texture asset can be directly specified as screen content without NDI signals
- Adaptive Property Panel: Automatically shows or hides corresponding parameters based on the selected mode for more intuitive operation
SuperProjector Media Source Upgrade
SuperProjector has been synchronously upgraded to support the same media source switching capabilities as SuperScreen.
New Features:
- NDI / Static Texture Switching: Projectors now also support NDI and static texture input methods, freely switchable based on the scene
- Unified Operation Experience: Screens and projectors share the same media source configuration approach with zero learning curve
Keystone Correction Parameter Unification
Keystone correction parameters for screens and projectors have been unified into the same structure with fully consistent operation.
- Four-Corner Correction: Supports individual adjustment of top-left, bottom-left, top-right, and bottom-right corner points
- Unified Operation Logic: Screens and projectors use the same correction method; no need to re-learn when switching between devices
Fixture Control Module
SuperStageLight Operation Optimization
The fixture property panel experience has been comprehensively upgraded for more intuitive and smoother operation.
Improvements:
- Unified Default Parameter Panel: Parameters such as light intensity, max distance, dimming curve, shadows, lighting channel, volumetric fog, beam density/fog/quality are now consolidated under the same group for immediate clarity
- Smooth Details Panel Operation: Completely resolved severe stuttering when dragging sliders; attribute adjustments respond instantly and smoothly
DMX Control Mode Switching
All DMX fixtures now include a Control Mode option, allowing free switching between DMX signal control and property panel manual control.
- DMX Mode (default): Fixture parameters are driven in real time by DMX signals, suitable for normal performance scenarios connected to lighting consoles
- Property Mode: Fixtures ignore DMX signals and are fully controlled by property values in the Details panel, suitable for offline debugging, preview positioning, teaching demonstrations, and other non-console scenarios
Prism Builder (New)
A completely new prism system is now available, supporting custom prism facet arrangement with a visual editor for real-time WYSIWYG adjustment.
Core Features:
- Prism Preset Assets: Supports creating "Super Prism Presets," each preset supporting 3 independent prism configurations
- Visual 2D Editor: Double-click a prism preset asset to open a dedicated editor; drag facets on the left canvas to adjust each facet's position; precisely edit parameters on the right panel
- 11 Built-in Preset Templates: Circle, Line, Triangle, Square, Pentagon, Hexagon, Star, Cross, Diamond, Arc, Honeycomb — one-click apply then freely fine-tune
- Multi-Select Editing: Supports Ctrl+click multi-select facets for batch position and scale adjustment
- Global Parameters: Each prism config supports global scale, position scale, rotation, and offset — one parameter controls the overall layout
- Asset Metadata: Can fill in manufacturer, fixture model, identifier, and description for managing large numbers of prism presets
- Position Texture Export: Supports exporting prism configuration as a texture asset for reuse
Fixture Integration:
- Auto Switch Prism Effects: After binding prism preset assets in the fixture profile configuration, fixtures can automatically switch prism effects via DMX
- Rotation & Speed Control: Supports prism rotation and rotation speed control
- Performance Friendly: Zero performance overhead for fixtures without prisms; fixtures with prisms render dynamically based on actual facet count without wasting GPU resources
Console & Programming Module
Console Property Bar & Patch Panel Fixes
Fixes:
- Property Bar Default Value Display Fix: Fixed an issue where default values for multiple fixture properties in the encoder, property bar, and patch table appeared smaller than expected; defaults now correctly reflect settings in the fixture profile
- Patch Select All Fix: Fixed an issue where the "Select All" button in the patch panel could not select lost fixtures; Select All now correctly covers all imported fixtures (including those lost in the scene)
- Patch Statistics Count Fix: Fixed an issue where the statistics count did not update after removing lost fixtures; fixture count now always matches the actual list
Patch Panel Category Filter Enhancement
The Patch Panel now includes finer-grained filter labels for quickly locating fixtures that need attention.
- Pending Sync: Yellow label — one-click filter for fixtures that have changed in the scene and need synchronization (auto-hides when no fixtures need syncing)
- Lost: Red label — one-click filter for fixtures that have been imported but cannot be found in the scene (auto-hides when no fixtures are lost)
Encoder Wheel Mouse Scroll Control
Attribute encoder wheels now support mouse scroll wheel operation; hover over a wheel and scroll to adjust attribute values without dragging.
- Default Step: Each scroll wheel notch adjusts 1% of the range
- Coarse Mode: 5% per notch for fast large-range adjustment
- Fine Mode: 0.2% per notch for precise micro-adjustment
- Shift Fine: Hold Shift for an additional 5x sensitivity reduction
Playback Panel Pagination
The Playback panel now supports paginated browsing, with 200 buttons per page and up to 60 pages (12,000 total button slots).
- Page Navigation: Previous/Next page buttons + current button range display
- Page Jump Input: Directly enter a page number and press Enter to jump to the specified page
- Pagination Rules: Page 1 = 1-200, Page 2 = 201-400, and so on
Color Picker Enhancement
The Color Picker has been comprehensively upgraded, supporting more color channels and fixture color wheel presets.
- Extended Color Channel Support: The color palette now correctly controls all color channels including White, Amber, Cyan, Indigo, Lime, and RedOrange; extended channels are automatically zeroed when selecting colors to avoid color contamination
- CMY Subtractive Channel Linkage: CMY subtractive channels are automatically linked when picking colors from the palette, reducing manual conversion and repeated fine-tuning
- Color Wheel Preset Dynamic Loading: Automatically reads color wheel slot colors from the currently selected fixture's profile and displays them as clickable color swatches; supports multi-color-wheel fixtures with each color wheel in a separate group
Frame Editor Attribute-Level Parameter Refactoring
All effect parameters in the Frame Effect Editor now support independent per-attribute control; each attribute can have completely different effect configurations.
Core Upgrade:
- Independent Effect Parameter Adjustment: 10 effect parameters including speed, width, attack, decay, waveform, phase, and grouping can all be set per attribute
- Dynamic Phase Distribution: Different attributes can have their own phase variations and distribution patterns for more flexible effect expression
- Independent Speed Control: Different attributes can be set to different speeds; e.g., dimmer and pan can use different rhythms
UI Improvements:
- Toolbar Real-Time Reflection of Selected Attribute: When switching the selected attribute, the right toolbar automatically shows that attribute's independent parameter values
- Batch Editing: When multiple attributes are selected, parameter modifications are applied to all selected attributes simultaneously
- Waveform Display Synchronization: Waveform view curves and fixture points update in real time with current attribute settings
- Attribute Channel Toggle: The checkbox next to each attribute can temporarily disable that attribute's effect output; when unchecked, the effect is no longer computed at runtime
Step Bar Improvements:
- Step Merge Update: After selecting an existing step, click A+ to merge and update the selected step with current programmer values, only overwriting changed attributes without affecting existing values of other attributes
- Multi-Step Batch Update: Supports multi-select steps for simultaneous updating
- Default No Selection: The step bar has no step activated by default; A+ creates a new step in this state
DMX Network Module
Full sACN (E1.31) Protocol Support
DMX now supports the sACN (E1.31) protocol, running in parallel with Art-Net as dual protocols, freely switchable in the configuration panel.
- One-Click Protocol Switching: Selecting sACN in the configuration panel automatically switches port and network mode without manual configuration
- Multicast Auto-Subscription: Automatically joins multicast groups for corresponding Universes; receives signals out of the box
- Multicast Auto-Send: Automatically sends to corresponding multicast addresses per Universe during playback
- Multi-NIC Compatible: Works with specified NIC IP or system default routing, unaffected by virtual adapters such as Hyper-V
Upgrade Instructions
Upgrading from 26Q2.2 to 26Q2.5:
- Direct overwrite installation is sufficient; project files are compatible
- Note: Existing SuperNDIScreen assets in scenes need to be replaced with the new SuperScreen
- Note: SuperScreen still defaults to NDI as the input method, matching old behavior, no additional configuration needed
- New: Both screens and projectors support switching between NDI / Static Texture modes in the Details panel
Version 26Q2.2
Version: 26Q2.2 Release Date: March 26, 2026 Based on: 26Q2.1
Procedural Crowd Generation System (New)
New SuperCrowd procedural crowd Actor that automatically generates non-overlapping crowds within closed spline areas, supporting terrain snapping.
Core Features:
- Poisson Disk Sampling: Bridson algorithm ensures minimum spacing (safety radius) between characters
- Terrain Ray Detection: Rays cast from above to capture ground height; character feet automatically snap to terrain
- Multi Character Types: Supports any number of character templates, randomly assigned by weight
- ISM Component Pool: Pre-created component pool for efficient rendering; not lost during Blueprint compilation
Parameter Configuration:
| Parameter | Function | Default |
|---|---|---|
| SafetyRadius | Minimum distance between characters | 60cm |
| TargetCount | Target crowd size | 50 people |
| RandomSeed | Random seed (0 = random each time) | 0 |
| bSnapToGround | Terrain snapping toggle | On |
| bRandomYaw | Random Y-axis rotation | On |
Character Template Properties:
Mesh: Character static meshWeight: Selection weight (auto-normalized)Scale/ScaleVariation: Base scale and random variationFootOffsetZ: Foot Z offset (for non-standard origin models)BaseRotationOffset: Base rotation offset (default facing Y- direction)MaxRotationVariation: Random rotation range (default ±15°)
Default Parameter Migration Optimization
Component default parameters have been fully migrated to component-internal OnRegister() auto-initialization, simplifying fixture development workflows.
Core Changes:
- Default parameters moved from Actor level to component level; components automatically call
SetLightingMaterial()andSetLightingDefaultValue()on registration ComponentDimmerrenamed toMaxLightIntensityfor naming consistency- Removed
VisibleAnywheremarkers from components to avoid redundant editor display - New
BeamAttenuationModetoggle for independent control of beam view-angle attenuation
Fixture Development Simplification:
- When creating custom fixtures, just set component default parameters; no need to manually call initialization functions in the Actor
- Material creation and default value application automatically complete after component registration
Bug Fixes
- Fixed PIE crash due to beam view-angle attenuation: Editor viewport state is unstable during PIE startup; switched to using player camera during PIE
Procedural Truss Asset System (New)
4 new procedural truss structure Actors added, supporting parametric modeling and DIN 4113 load calculation.
New Assets:
| Actor | Function | Features |
|---|---|---|
| SuperCircularTruss | Circular/arc truss | Adjustable angle, radius, segment count |
| SuperCurvedTruss | Curved truss | Bezier curve control points |
| SuperTrussTower | Truss tower/column | Multi-level columns, top flange |
| SuperTrussGrid | Horizontal truss grid | Lighting hanging system, Cross/Warren bracing |
Technical Features:
- ISM component efficient batch rendering
- Hash dirty-check mechanism (rebuild only on property changes)
- DIN 4113 aluminum structure load calculation standards
- Customizable materials
- Real-time statistics on member count/weight/load
Full Localization Translation Support
All UI interfaces and asset property parameters now have complete localization translation support, supporting automatic Chinese/English switching following the editor language setting.
Core Changes:
- Asset Metadata Localization:
FAssetMetaDatafields changed fromFStringtoFText, supporting multi-language - Asset Browser Translation: Group/Manufacturer/DMXMode/DisplayName display translated text
- UI Panel Text Collection: All editor panels use
LOCTEXTmacros to ensure text is collectible for localization
Technical Implementation:
- Asset category tree and filters support
FTextcomparison - MvrImport/SSuperDataImport panels have localization namespaces added
- All Blueprint asset metadata fields unified to
FTexttype
Version 26Q2.1
Version: 26Q2.1 Release Date: March 19, 2026 Based on: 26Q2.0
DMX Laser Pattern System v3.0 (New)
LaserPatternGenerator comprehensively upgraded, supporting 30 preset patterns + 6 major automated animation systems.
New Patterns (+14):
- Heart / Infinity / Rose / Helix / Polygon / Atom / Vortex / Lightning / Butterfly / Grid / DNA / Starburst / Pendulum / Galaxy
6 Major Automated Animation Systems:
| Animation Type | Function |
|---|---|
| Color Animation | Rainbow / ColorPulse / ColorFade |
| Position Animation | Orbit / Bounce / Figure8 / Sway |
| Size Animation | Breathing pulse effect |
| Pattern Cycle | Auto cycle through patterns |
| Strobe Overlay | 0-30Hz adjustable |
| Global Speed | MasterSpeed multiplier control |
Technical Optimizations:
- AddPoint precomputed CosA/SinA optimization
- DeterministicHash deterministic random
- Time overflow protection (3600s cycle reset)
- Fixed material parameter cache bug
Festival FX System (New)
New FestivalFX Niagara effect system supporting festival and celebration scenarios.
Effect Types:
- Confetti
- Pyrotechnics (×3)
- Smoke (CO2/Smoke)
- Bubble
SuperCAD PDF Export Fixes
- Fixed PDF export clipping border overflow
- Fixed annotation leader line sub-pixel disappearance
- Added 3pt margin to PDF pages
- Leader line width adaptive (prevent thin line disappearance)
Light Function Atlas Optimization
- Enabled MegaLights support
- Disabled Rect/Matrix light functions (performance optimization)
- Corrected Atlas CVar semantics
Other Optimizations
- Beam View-Angle Attenuation: Beam density reduced when viewed from the back (light-facing-away view); beams normal when facing the light source (light-facing-toward view), simulating real light perception
- Optimized lighting component brightness control
- Updated fixture profile configuration (Acme / Chauvet / EK / ETC)
- Removed deprecated rule files and old assets
- Updated plugin icon
Version 26Q2.0
Version: 26Q2.0 Release Date: March 6, 2026 Based on: 26Q1.1
SuperCAD — Construction Drawing System (New Module)
Draw professional construction drawings directly within the UE editor, eliminating the pain of going back to CAD software to redraw after 3D previz.
How to Open: Window Menu → "SuperCAD - Lighting Plot"
Core Features:
- Orthographic Viewport: Plan / Front Elevation / Side Elevation / Rear Elevation, three rendering modes (Line/Shaded/Lit)
- Automatic Fixture Info Display: DMX address, fixture number, type, power, weight — drawings auto-update when the scene changes
- Dimension Annotation: Linear dimension + continuous dimension, auto-calculated real distances, snap alignment support
- Text Annotation: Freely place text descriptions
- Leader Annotation: Polyline annotation with arrow, pointing to fixtures or positions
- Power/Signal Lines: Point-by-point power and signal line path drawing
- Area Annotation: Polygon area marking with automatic area calculation
- Box & Point Selection: Window selection (left→right) and Crossing selection (right→left), Shift/Ctrl multi-select support
- Layer Management: Layer by category (fixtures/annotations/power/signals, etc.), independent visibility and color control
- Multi-Page: One document contains multiple drawings (lighting plot + power diagram + signal diagram)
- Title Block & Border: A0-A4 standard sheet sizes + custom dimensions, editable project info/designer/version number
- Right-Click Menu: Three context-sensitive menus (empty/fixture/annotation)
Export Formats:
| Format | Description |
|---|---|
| DXF | AutoCAD compatible, importable into VW / DraftSight, layer-based output |
| Directly printable for delivery | |
| PNG | Quick screenshot for sharing |
Statistical Reports:
- Fixture BOM (Bill of Materials): Summarized by type: quantity, power, weight
- Universe Utilization: Fixture count, channel occupancy, free channels per Universe
- Power Load: Load summary by circuit, estimated three-phase current
- Hanging Point Load: Per-fixture weight and mounting height listing
Data Management:
- Construction drawings saved as project assets (.uasset), can be double-clicked in Content Browser to open
- Ctrl+Z / Ctrl+Shift+Z undo/redo support
- Automatically remembers last opened document
Track Mechanical System Enhancement (New Feature)
SuperStage track mechanical system comprehensively upgraded.
- Editor Real-Time Preview: Preview track motion paths in editor mode without entering Play mode
- Closed Track Smart Interpolation: Circular tracks automatically select the shortest path for motion
- Boundary Safety Protection: Auto limit at track endpoint boundaries for out-of-bounds prevention
Lighting Component Individual Dimmer (New Feature)
All lighting components now have a ComponentDimmer parameter (0~1), supporting independent brightness adjustment of individual components for multi-module fixtures.
- Multiplicative overlay with Actor-level Dimmer
- Applicable to: Spot / Beam / Rect / Effect / Matrix / LaserPro — all components
- Use case example: A fixture with multiple light-emitting modules, each module's brightness can be independently controlled
SuperTruss — Procedural Truss System (New)
Place parametric trusses directly in the scene with real-time dimension adjustment.
- Section Types: Square tube / Triangle / Flat plate
- Form Modes: Portal / T-type / Archway / Double-span
- Engineering Calculation: DIN 4113 standard load calculation
- All parameters adjustable in real time
SuperDrape — Procedural Drape System (New)
Place parametric drapes directly in the scene.
- 6 Drape Types: Standard / Austrian / Brail / Contour / Venetian / Kabuki
- 4 Pleat Styles: Box Pleat / Pinch Pleat / Pencil Pleat / Flat
- 4 Opening Modes: Fly / Traveller / Austrian / Static
- Fabric parameter support (density/drape/elasticity)
Laser Pro Component (New)
High-performance laser system based on procedural meshes.
- Beyond protocol real-time receiving support
- Sequencer recording and playback support
- UV depth attenuation + HDR brightness control + multi-layer fog effects + hotspot effects
- High performance: memory reuse + change detection skipping unchanged frames
SuperDroneLink Production-Ready Fixes
3 rounds of deep review, total 17 issues fixed, including:
- Drones unable to receive signals and control in PIE mode
- Memory safety, null pointer protection, resource leaks
- Thread safety, lifecycle management
- Boundary conditions, exception recovery
SuperLaser Production-Ready Hardening
Code audit total 12 issues fixed (P0×3 / P1×4 / P2×5), including:
- AsyncTask lambda use-after-free fix (AliveFlag guard)
- FCanvas null resource pointer crash protection
- Recursive lock, float overflow, SEH protection
- Sequencer time unit mismatch fix
- Linear search optimized to binary search, division-by-zero protection
Strobe System Refactored
Strobe computation migrated from material shaders to component Tick; unified strobe logic across all light types.
- Performance improvement: avoid per-pixel material computation every frame
- Auto-disable Tick when strobe is off
- 6 waveforms: Linear / Pulse / RampUp / RampDown / Sine / Random
- LightStripEffect strobe synchronized and migrated to C++ computation
Spot Auxiliary Light Matrix Control (New)
Added full matrix control for SuperStageLight's Spot auxiliary light: RGB / RGBW / warm-cool blend / Zoom / Strobe / Frost.
Beam Occlusion System Refactored
Beam occlusion detection and attenuation radius update fully refactored, resolving GPU Scene crashes and multiple accumulation bugs.
- GPU Scene Safety: New
SetAttenuationRadiusSafe()bypassingPushRadiusToRenderThread()to avoid same-frame conflicts with GPU Scene - Occlusion & Zoom Decoupling: Occlusion detection runs at independent 30fps rate-limited, no longer dependent on Zoom trigger
- Frost Accumulation Fix: BeamComponent
SetLightingFrostchanged to use cached base value overlay, eliminating infinite accumulation - Defensive Checks:
UpdateBeamBlockDistancecomprehensive NaN/Inf validation, clamping, debouncing
Beam Prism Effect Enhancement
Prism activation now automatically increases beam and hotspot angles, reproducing real fixture prism scattering effects.
- Angle increment linearly correlated with prism radius (PrismRadius × 20°)
- Instant application, synchronized with prism state (non-linear gradient)
- Correctly handles simultaneous Zoom / Frost / Iris overlay scenarios
- Anti-de-jitter accumulation protection: prism angle remains stable under any call order
Infinite Rotation Optimization
New Pan / Tilt infinite rotation matrix control supporting clockwise / counterclockwise / stop modes.
SuperNDI Stability Fixes
NDI video stream module deeply fixed for improved runtime stability.
- MoveTemp timing fix to prevent frame buffer double-free
- bNDIReady guard to prevent resource access when not ready
- Resource leak fix + frame buffer performance optimization
SuperDMX Production-Ready Hardening
Code audit total 14 issues fixed (P0×4 / P1×3 / P2×7), including:
- Thread safety and concurrency protection
- Network protocol parsing robustness
- HttpService switched to production environment
Entitlement System Refactored
Upgraded from single subscription to module-level entitlement control.
- Each module independently licensed (SuperStage / SuperConsolePro / SuperDroneLink / SuperLaser / SuperNDI)
- AES-256-GCM encrypted token decryption, security upgrade
Fixture Profile Editor (New)
MA2/GDTF standard-based fixture profile data asset editor.
- 13 DMX attribute categories
- Three-level navigation: Attribute → Sub-Attribute → Slot
- Multi-module / matrix fixture configuration support
- Multi-select operations: add, delete, copy, paste, sort
DMX Start Universe Setting
Resolves MA2 to UE Universe numbering alignment issue.
- Default changed to 0: MA2's 1.1 directly maps to UE's 1.1, no manual offset needed
- Legacy project compatibility: to restore old behavior, set start Universe to 1
SuperConsole Module Removed
SuperConsole basic console has been fully replaced by SuperConsolePro. All old module code removed in this version. No migration needed; SuperConsolePro inherits and extends all functionality.
Full Module User Manuals
New comprehensive user manual documentation covering all modules:
- SuperStage — Lighting System & Scene Management
- SuperConsolePro — Console Operation Guide
- SuperDroneLink — Drone Formation Control
- SuperLaser — Laser System
- SuperNDI — NDI Video Streams
- SuperStageEditor — Editor Tools
Developer API Documentation
7 new developer technical documents (Source/SuperStage/DevDocs/):
- Architecture Overview — Module layering and data flow
- SuperDMX API — Network communication and caching interfaces
- SuperDmxActorBase API — DMX data reading and channel mapping
- SuperLightBase / SuperStageLight API — Lighting Actor interfaces
- Other Actor APIs — Laser/NDI/Projection/Drone, etc.
- Component APIs — Spot/Beam/Rect/Effect/Matrix/Laser component interfaces
- Fixture Development Guide — Complete workflow for creating custom fixtures from scratch
Toolbar Menu Optimization
- New Modules submenu for centralized SuperCAD / SuperConsolePro entry management
- Removed redundant SuperUI entries from Window menu
Bug Fixes
- Fixed SuperSpot property name conflict
- Fixed Spot auxiliary light parameters inconsistent with main light source
- Fixed strobe algorithm inconsistency on matrix components
- Fixed fixture initialization functions not being called
- Fixed PatchTool fixture sorting: Select All now sorts naturally (C_1 < C_2 < ... < C_10 < C_100)
- Fixed SuperConsolePro attribute wheel and property bar incomplete display; removed hardcoded attribute names
Upgrade Instructions
Upgrading from 26Q1.1 to 26Q2.0:
- Direct overwrite installation is sufficient; project files are fully compatible
- Note: Strobe parameters have been removed from materials; custom materials need to be updated synchronously
- Note: SuperConsole module has been removed; please use SuperConsolePro
- Note: Entitlement system has been refactored; old subscription tokens need to be re-obtained
- New: SuperCAD Construction Drawings → Toolbar Modules menu → SuperCAD
- New: SuperTruss / SuperDrape → Place directly in the scene
- New: Track Mechanical Editor Preview → Preview motion paths directly in editor mode
- New: Full module user manual documentation
Version 26Q1.1
Version: 26Q1.1 Release Date: February 3, 2026 Based on: 26Q1.0
SuperDroneLink Drone Link Module (New)
Newly launched SuperDroneLink drone lighting control module, supporting drone formation lighting control via LDLink protocol.
Core Features:
- LDLink Protocol Support: Real-time drone position and status data reception
- DroneSwarmManager: High-performance drone swarm manager using HISM optimized rendering
- SuperDroneActor: Single drone Actor supporting independent control
- Sequencer Recording: Supports recording drone trajectories to LevelSequence
- Activity Monitor: Real-time display of drone connection status and data flow
Technical Features:
- Linear interpolation for smooth motion
- Automatic unit conversion (meters → centimeters)
- NIC selection and auto-discovery support
- Inherits ASuperBaseActor unified architecture
Lighting Control Enhancements
Color Mixing System
New Color Mixing Functions:
SetLightingColorRGBW: RGBW four-channel color mixingSetLightingColorRGBWWithCTO: RGBW + CTO color temperature mixingSetLightingColorMixWithCTO: Multi-channel mixing + CTO color temperature adjustmentSetLightingColorHSAndCTO: Hue saturation + CTO controlSetLightingColorHS/SetLightingColorHSV: HSV color controlSetLightingColorWheel2AndCMYAndCTO: CMY + CTO color temperature filtering
Matrix Component Extended Color Control (New):
- RGB + CTO / RGBW / RGBW + CTO
- RGB + CoolWarm / RGBW + CoolWarm
- CoolWarm blend / Multi-color blend (
SetMatrixColorMix)
Gobo Control Optimization
Gobo Shake Function (New):
- EGoboMode Enum: Static, Scroll, Shake
- Material-side implementation: shake amplitude 25 degrees, speed 0-10Hz
- Chinese keyword support: recognizes "shake", "swing" and other keywords
Gobo / Prism Rotation Separation:
- Separated gobo rotation and prism rotation
SetBeamCuttingRotateonly controls Shaper + Gobo- All GoboModes calculate GoboIndex
Rotation Speed Control Optimization
- Physical range control: PT Speed, gobo / prism / shaper rotation use physical ranges
- Infinite rotation mode: New
EInfiniteRotationModeenum
Effect Component Enhancements
Strobe System Fixes:
- Fixed matrix component segment light source strobe algorithm matching materials
- Fixed matrix strobe mode index mapping issue
- Initialized Brightness and StrobeMode parameters
Effect Speed Control:
SetEffectWithSpeed: Effect + independent speed channelSetEffectMatrixWithSpeed: Matrix effect + speed channel
Tools & Optimizations
- Color / Gobo atlas generator naming rule optimization
- Color wheel scroll effect fix
- Fixture profiles changed from Actor inline to data assets
- AssetBrowser scans Blueprints by class, synchronous warmup at startup
- DroneSwarmManager HISM performance optimization
Bug Fixes
- Fixed Iris aperture DMX value inversion and minimum value restriction
- Fixed FrameSubsystem using IPluginManager to find plugin path
- Fixed PatchSubsystem always updating Modules data when ScanScene
- Fixed TemperatureToRGB forward declaration order
- Fixed CalcGoboRotation call parameter in SetBeamPrism
Commit Summary
| Category | Count | Description |
|---|---|---|
| New Features | 25+ | Drone module, color mixing system, shake effects, etc. |
| Bug Fixes | 20+ | Strobe, color wheel, index mapping, etc. |
| Optimizations & Refactoring | 15+ | Performance optimization, code refactoring |
| Fixture Assets | 10+ | New / updated fixture configuration files |
Upgrade Instructions
- Direct overwrite installation is sufficient
- Project files fully compatible; no migration needed
- Recommended to recompile project to obtain all new features
Version 26Q1.0
Mandatory Update Release Date: January 20, 2026
Important Notice
This is a mandatory update version. Due to a complete server-side refactoring, old versions will be unable to connect to the server.
- Users who do not update will be unable to use the plugin normally
- This update will not affect completed or in-progress project files
Core Architecture & Version Changes
- Domain Change: Official website and plugin API domain migrated from
ue.yunsio.comtoyunsio.com - New Version Numbering: Deprecated the original 1.x/2.x format, adopted Year/Quarter naming (e.g., 26Q1.0 = 2026 Q1 Release 0)
- Update Schedule: Continuing with quarterly major version iterations
New Features & Optimizations
Lighting & Effects:
- High-Performance Laser (Beta): New laser system supporting higher-performance real-time rendering
- Lift Matrix Lights: Support for lift matrix lights and lift drone matrix lights
- Advanced Color Mixing: Support for RGBA / RGBL / RGBALM and other professional color modes
- Deep fixture performance optimization, smoother large-scale lighting scenes
Tools & Systems:
- DMX Camera: Camera parameters and motion controllable via DMX signals
- Complete server-side refactoring, stricter authentication mechanism, more stable login connection
- NDI compatibility improvements
Version 2.1.3
Release Date: December 16, 2025
SuperConsolePro Professional Lighting Console (New)
Newly launched SuperConsolePro professional lighting console system, providing a complete lighting programming and playback solution for stage lighting, live performances, and virtual production.
Core Features:
- Modular subsystem architecture: 15 independent subsystems working together
- Professional programming workflow: Programmer, Presets, CUE, and other concepts
- Real-time DMX output: latency < 16ms
- Timeline editor: CUE tracks + audio tracks multi-track editing
- Frame effect engine: Sine, square, sawtooth, and other waveforms
- Flexible window layout: multi-window free layout, 10 preset slots
- Show file management: .ssshow format save/load
Main Feature Modules:
| Layer | Modules |
|---|---|
| Data Management | Show File, Patch, Attribute Subsystems |
| Programming Workflow | Selection, Programmer, Encoder, Preset Subsystems |
| Playback Control | CUE, Playback Runtime, Shortcut Key Subsystems |
| Advanced Features | Timeline, Frame Effect, Layout Subsystems |
| Output Control | Console DMX, Control Bar, Timecode CUE Subsystems |
UI Panel System (12+ Panels):
Fixture Sheet, Playback, Presets, Timeline, Frame Editor, Layout, Color Picker, Groups, Patch, Running Playback, DMX Monitor, Settings
Version 2.0.0
Release Date: December 6, 2025
Important Changes
- Deprecated launcher, switched to cloud drive downloads (Baidu / Quark / Google)
- Changed to in-UE-editor authentication panel using email verification code login
Major Updates
- Seamless UE 5.7 compatibility
- New perpetual license 3-year update, single-version perpetual subscription, source-code commercial version
SuperData Protocol
Launched SuperData Protocol, supporting real-time lighting device data exchange across multiple software platforms:
- Supports UE, Unity, VW, MA2, Blender, C4D and other software
- Uses network communication technology, no file export needed
SuperStage Multi-Version Plan
| Version | Status |
|---|---|
| SuperStageForUE | ✅ Updated 2.0 |
| SuperStageForLimx | Under development |
| SuperStageForUnity | Internal beta |
| SuperStageForVW | ✅ Launched (Free) |
| SuperStageForMA | ✅ Launched (Free) |
| SuperStageForBlender | Planned |
| SuperStageForC4D | Planned |
SuperStageForUnity (Internal Beta)
- Plugin architecture, usage, and parameters largely identical to UE version
- Supports stage DMX devices, mechanics, light strips, SuperData protocol
- Not yet supported: laser lights, NDI, Super built-in console
Super Built-In Console (Preview)
- Auto Layout for scanned fixtures
- Fixture group management / CUE list / built-in effect system
- Keyframe effect system (start-end frame programming)
- Timeline system (audio-light sync, convertible to Sequence rendering)
Authentication & Authorization Optimization
- Login state retainable for up to 7 days
- Login state not lost on network connection failure
- Added reconnection mechanism on failure
Version 1.2.1
Release Date: November 2025
Updates
- Deprecated CSV / XML export-import functionality
- Removed Blueprint encryption restrictions
- New Beyond laser, connection, and rendering modules
- Fixed authentication bugs, memory leaks, and background process bugs
- Fixed prism rotation issues, optimized all standards compliance
- New Windows platform packaging support (all users can package)
Before updating, manually delete the old plugin directory
Version 1.2.0
Official Release
Open Content
- All fixtures unlocked
- DMX one-click patch, patch preview, export to MA2, CSV export tools unlocked
- All stage assets and effects unlocked
- NDI screen connection and rendering module unlocked
- VWXml / Mvr import tools, audience assets unlocked
- Total 118 assets
Version 1.0.0
Release Date: September 20, 2025
First Release
- SuperStage plugin installer first release
- Supports Unreal Engine 5.6
- Automatic UE installation path detection from Windows Registry
- Multi-language support (English and Chinese)
- Wizard-style installation interface
- Plugin installed to
[UE Path]\Engine\Plugins\Marketplace\SuperStage
Thank you for using SuperStage! For questions, visit yunsio.com or email yerrkj@outlook.com