Documentation

SuperStage DMX System — User Manual Overview

Version: SuperStage 26Q2
Target Users: Stage lighting designers, lighting programmers, virtual production technicians
Last Updated: 2026-04-14


1. What is SuperStage

SuperStage is a professional stage visualization plugin running in Unreal Engine 5. Its core mission is to enable lighting designers to control virtual fixtures in real-time using actual DMX signals within a virtual 3D scene, achieving lighting effect previews that are fully consistent with real performances.

In simple terms: When you push a fader on the MA console, the virtual light in UE responds accordingly.

Core Capabilities at a Glance

Capability Description
DMX Real-time Input Art-Net (UDP 6454) / sACN E1.31 (UDP 5568), millisecond-level response
DMX Real-time Output Reverse output of Art-Net / sACN to real fixtures during Sequencer playback
Full Range of Fixtures Moving lights / Wash lights / Matrix lights / Profile lights / LED strips / Lasers / Effects machines / Lift matrices / Stage machinery / Cameras / Projectors / NDI screens
Professional Color System RGB / RGBW / HSV / ColorWheel / CMY / CTO / CoolWarm / ColorMix (arbitrary channel color mixing)
Gobo & Prism Up to 3 Gobo wheels + 3 Prism wheels, static/infinite rotation
Cutting System 4-blade 8-channel Shaper with superimposed rotation
Matrix Control Pixel-level independent color/brightness/strobe, supports matrices of any scale
Sequencer Integration Record DMX → Sequencer tracks, playback/export supported
MA Console Export One-click generation of fixture configuration files importable into MA2/MA3
Multi-Platform Protocols Art-Net / sACN input/output + Pangolin Beyond (Laser) + NDI (Video)

2. What is DMX (Quick Primer)

DMX512 is the standard control protocol for the stage lighting industry. You need to understand the following core concepts:

Concept Description
Universe A single DMX line containing 512 channels. Can be understood as “one signal cable”
Channel A single control value in each Universe, range 0-255 (8-bit). Each channel controls one function of a fixture (e.g., brightness, color, position)
Address The starting channel number of a fixture within a Universe (1-512). Similar to a “house number”
Fixture A single light. One fixture typically occupies multiple consecutive channels (e.g., a moving light may occupy 30 channels)
Fixture ID The unique identifier of a fixture, used to correspond with the MA console
Art-Net A protocol for transmitting DMX signals over Ethernet. SuperStage uses this protocol by default, port 6454
sACN (E1.31) ANSI E1.31 standard streaming DMX protocol, using multicast/unicast UDP port 5568

DMX Channel Precision

Precision Bytes Value Range Use Case SuperStage Support
8-bit (Coarse) 1 channel 0 - 255 Basic control (Color, Gobo, etc.) GetAttributeRaw8ByIndex
16-bit (Fine) 2 channels 0 - 65,535 Fine control (Pan/Tilt and other functions requiring smooth movement) GetAttributeRaw16ByIndex
24-bit (Ultra) 3 channels 0 - 16,777,215 Ultra-fine control (rarely used) GetAttributeRaw24ByIndex

3. Complete Class Inheritance System

All SuperStage Actor classes form a clear inheritance tree. Understanding this tree is fundamental to using this system correctly.

3.1 Inheritance Tree Overview

AActor (UE5 Engine Base Class)
  │
  └── ASuperBaseActor ·················· Root class for all SuperStage Actors
        │                                 ├ SceneBase (root component)
        │                                 ├ FAssetMetaData (UUID/Manufacturer/Group metadata)
        │                                 └ Direction preview arrows (ForwardArrow / UpArrow)
        │
        ├── ASuperDmxActorBase ·········· DMX fixture base class (adds DMX reading capability)
        │     │                            ├ FSuperDMXFixture (Universe / StartAddress / FixtureID)
        │     │                            ├ USuperFixtureLibrary* (fixture library reference)
        │     │                            ├ GetChannelValue / GetAttributeRaw8/16/24ByIndex
        │     │                            ├ GetMatrixAttributeRaw / Raw16 (batch matrix read)
        │     │                            ├ GetSuperDmxAttributeValue (normalized read 0~1)
        │     │                            ├ SuperDMXTick (blueprint per-frame event)
        │     │                            ├ ForceRefreshDMX (editor force refresh)
        │     │                            └ AddressLabel (address code text display)
        │     │
        │     ├── ASuperLightBase ······· Moving light base class (adds Pan/Tilt control layer)
        │     │     │                      ├ SceneRocker → SceneHard (arm → head rotation axes)
        │     │     │                      ├ Pan/Tilt range control (default ±270°/±135°)
        │     │     │                      ├ Infinite rotation (PanRot/TiltRot continuous rotation mode)
        │     │     │                      ├ PTSpeed speed control
        │     │     │                      ├ Matrix Pan/Tilt (YMatrixPan/YMatrixTilt)
        │     │     │                      ├ Z-axis lift (SetLiftZ, LiftRange default 500cm)
        │     │     │                      └ Lamp angle (LampAngle manual fixed mode)
        │     │     │
        │     │     ├── ASuperStageLight · Full-featured moving light (complete fixture implementation) → Document 15
        │     │     │                      ├ Beam: Dimmer/Strobe/Zoom/Focus/Frost/Iris
        │     │     │                      ├ Color: RGB/RGBW/HSV/ColorWheel/CMY/CTO/CoolWarm/ColorMix
        │     │     │                      ├ Gobo: Up to 3 Gobo wheels + rotation
        │     │     │                      ├ Prism: Up to 3 Prism wheels + rotation
        │     │     │                      ├ Cutting: 4-blade Shaper (A1/B1~A4/B4) + rotation
        │     │     │                      ├ Effects: Effect LUT system (10 built-in effects)
        │     │     │                      ├ Matrix: SuperMatrixComponent (pixel-level RGB/White/Strobe)
        │     │     │                      └ Spot fill light: SuperSpotComponent (real SpotLight fill)
        │     │     │
        │     │     ├── ASuperStageVFXActor Stage VFX → Document 14
        │     │     │                      ├ UNiagaraComponent (particle emitter)
        │     │     │                      ├ DMX → SpawnCount / Color
        │     │     │                      └ Inherits Pan/Tilt (controllable emission direction)
        │     │     │
        │     │     └── ASuperLiftMatrix ·· Lift matrix light array → Document 12
        │     │                            ├ 5-layer lift components + 4 steel cables
        │     │                            ├ 10 SuperEffectComponents
        │     │                            ├ DMX lift + matrix effect/color control
        │     │                            └ Inherits Pan/Tilt
        │     │
        │     ├── ASuperDMXCamera ········ DMX Camera → Document 05
        │     │                            ├ UCineCameraComponent (cine camera)
        │     │                            ├ USceneCaptureComponent2D (render to RT)
        │     │                            ├ 6-axis motion: PosX/Y/Z + RotX/Y/Z
        │     │                            └ Lens parameters: FOV / Aperture / FocusDistance
        │     │
        │     ├── ASuperLiftingMachinery · Lifting machinery (6-axis) → Document 10
        │     │                            ├ 3-axis translation + 3-axis rotation
        │     │                            ├ Absolute mode / Infinite rotation mode
        │     │                            └ BootRefresh initialize ranges
        │     │
        │     ├── ASuperRailMachinery ···· Rail machinery (7-axis) → Document 10
        │     │                            ├ USplineComponent (spline rail path)
        │     │                            ├ RailMountPoint + OffsetComponent
        │     │                            ├ Rail position + 3-axis offset + 3-axis rotation
        │     │                            └ Closed loop / Orientation lock
        │     │
        │     └── ASuperLightStripEffect · LED strip effects → Document 13
        │                                  ├ GPU material effects (10 built-in effects)
        │                                  ├ 9-channel DMX control
        │                                  └ Multi-target StaticMesh batch application
        │
        ├── ASuperLaserActor ·············· Laser (texture projection mode) → Document 11
        │                                  └ RenderTarget texture projection
        │
        ├── ASuperLaserProActor ··········· Laser (point data precise mode) → Document 11
        │                                  └ Laser point coordinates → line rendering + collision detection
        │
        ├── ASuperMediaBase ··············· Media playback base class (NDI / Static Texture dual mode)
        │     │                            ├ SourceMode (NDI / StaticTexture)
        │     │                            └ OnActiveTextureChanged (texture update callback)
        │     │
        │     ├── ASuperProjector ········· Projector → Document 05(stageassets)
        │     │                            └ Video/Image projection (SpotLight real illumination)
        │     │
        │     └── ASuperScreen ··········· Screen (formerly SuperNDIScreen)
        │                                  └ NDI / Static texture → Material + Keystone correction
        │
        ├── ASuperScaffold ················ Scaffolding (parametric generation)
        ├── ASuperCurvedScaffold ·········· Curved scaffolding (spline-driven)
        ├── ASuperTruss ··················· Truss/gantry (parametric generation)
        ├── ASuperCircularTruss ·········· Circular truss (polar coordinate segments)
        ├── ASuperCurvedTruss ············ Curved truss (spline-driven)
        ├── ASuperTrussGrid ·············· Truss grid (double-layer horizontal grid)
        ├── ASuperTrussTower ············· Truss tower (vertical column)
        ├── ASuperStageFloor ············· Stage floor (parametric platform)
        ├── ASuperDrape ··················· Drape (procedural fold generation)
        └── ASuperCrowd ··················· Procedural crowd (Poisson sampling)

3.2 Responsibility of Each Level

Level Class Name Responsibility Added Capabilities
L0 AActor UE5 engine base class Tick, Transform, Component system
L1 ASuperBaseActor SuperStage root class SceneBase root component, asset metadata (UUID/Manufacturer/Group), direction preview arrows
L2 ASuperDmxActorBase DMX data reading layer DMX Fixture address (Universe/Address/FixtureID), fixture library reference, channel value reading (8/16/24-bit), batch matrix reading, normalized reading, blueprint event SuperDMXTick, address label display
L3 ASuperLightBase Pan/Tilt control layer SceneRocker→SceneHard rotation axes, Pan/Tilt range mapping, infinite rotation mode, PTSpeed speed control, matrix Pan/Tilt, Z-axis lift, lamp angle fixation
L4 ASuperStageLight Full-featured fixture implementation Full implementation of Beam/Color/Gobo/Prism/Cutting/Effects/Matrix/Spot fill light

Design Principle: Each layer only adds the functionality it is responsible for, without overstepping boundaries. For example, ASuperDmxActorBase only handles DMX data reading and has no knowledge of Pan/Tilt; ASuperLightBase only handles Pan/Tilt rotation and has no knowledge of color/gobo. This layered design allows you to derive new Actor types at any level.

3.3 “Which Class Should I Use?” — Selection Decision Table

What You Want to Do Choose Base Class Typical Scenario
Need full moving light functionality (Color/Gobo/Prism/Cutting/Effects/Matrix) Use ASuperStageLight directly Martin MAC Viper, Robe MegaPointe, ClayPaky Sharpy
Only need DMX control + Pan/Tilt rotation Inherit ASuperLightBase Simple follow spot, rotating desk lamp
Only need DMX data reading (no rotation) Inherit ASuperDmxActorBase LED bar screen, DMX relay, custom devices
No DMX needed, only SuperStage basic features Inherit ASuperBaseActor Stage props, trusses, drapes
Laser visualization ASuperLaserActor / ASuperLaserProActor Pangolin Beyond integration
Niagara particle effects ASuperStageVFXActor Smoke machine, flame, CO2, snow
Virtual camera ASuperDMXCamera Studio/LED virtual production
Stage lift/rotation ASuperLiftingMachinery Lift platform, rotating stage
Rail movement ASuperRailMachinery Rail car, moving boom
LED strip effects ASuperLightStripEffect Light strips, contour lights
Lift matrix light array ASuperLiftMatrix LED lift balls/tubes

4. Full Actor Feature Comparison Matrix

The following matrix lists the feature support for all DMX-controlled Actors, helping you quickly compare and select:

Feature StageLight LightBase VFXActor LiftMatrix DMXCamera LiftMach RailMach StripEffect
DMX Data Reading
Fixture Library
Pan/Tilt Rotation
Infinite Rotation
Z-Axis Lift
Dimmer
Strobe
RGB Color
RGBW Color
HSV Color
ColorWheel ✅ (1~3 wheels)
CMY Color Mixing
CTO Color Temperature
Cool/Warm Light Mixing
Dynamic Multi-Channel ColorMix
Zoom
Focus
Frost
Iris
Gobo Wheel ✅ (1~3 wheels)
Prism ✅ (1~3 wheels)
Cutting (Shaper)
Effect LUT
Matrix
Spot Fill Light (SpotLight)
3-Axis Translation ✅(offset)
3-Axis Rotation
Rail Movement (Spline)
FOV / Aperture / Focus
Render to RenderTarget
Niagara Particles
GPU Material Effects
Multi-Target Batch Application

5. Overall System Architecture

SuperStage’s DMX system consists of the following parts working together:

┌─────────────────────────────────────────────────────────────────────────┐
│                           External Device Layer                          │
│   MA2/MA3 Console │ grandMA3 onPC │ Other Consoles │ Pangolin Beyond    │
└───────┬──────────────────┬──────────────────────────┬───────────────────┘
        │ Art-Net / sACN    │ Art-Net / sACN           │ Beyond Laser Data
        │ UDP 6454 / 5568   │ UDP 6454 / 5568          │ (TCP/Shared Memory)
        ▼                   ▼                          ▼
┌─────────────────────────────────────────────────────────────────────────┐
│                      SuperDMX Engine Subsystem                           │
│                                                                          │
│  ┌──────────┐    ┌───────────────────┐    ┌───────────────────┐        │
│  │ UDP Rx    │───▶│ Art-Net / sACN    │───▶│  Universe Buffer   │       │
│  │  (Input)  │    │  Protocol Parsing  │    │  (512ch × N Univs) │       │
│  └──────────┘    └───────────────────┘    └─────────┬─────────┘        │
│                                                      │                   │
│  ┌──────────┐    ┌───────────────────┐               │ GetDMXValue()     │
│  │ UDP Tx    │◀───│ Art-Net / sACN    │◀──────────────┘ SendDMXBuffer()  │
│  │  (Output) │    │  Frame Packaging  │  (Sequencer Playback / SuperConsolePro)
│  └──────────┘    └───────────────────┘                                   │
└────────────────────────┬────────────────────────────────────────────────┘
                         │ Per-frame Tick → Read DMX channel values
                         ▼
┌─────────────────────────────────────────────────────────────────────────┐
│                      Virtual Fixture Actor Layer                          │
│                                                                          │
│  ┌─────────────────┐ ┌─────────────────┐ ┌─────────────────┐           │
│  │  Moving Light     │ │  DMX Camera      │ │  Stage Machinery  │          │
│  │  SuperStageLight  │ │  SuperDMXCamera  │ │  LiftingMach      │          │
│  │  ─────────────── │ │  ─────────────── │ │  RailMachinery    │          │
│  │  Beam/Color/Gobo  │ │  6-axis Move/Rot │ │  6/7-axis Motion  │          │
│  │  Prism/Cut/Effect │ │  FOV/Apt/Focus   │ │  Abs/Infinite Mode│          │
│  │  Matrix/Spot Fill │ │  Render to RT    │ │  Spline Rail       │          │
│  └─────────────────┘ └─────────────────┘ └─────────────────┘           │
│                                                                          │
│  ┌─────────────────┐ ┌─────────────────┐ ┌─────────────────┐           │
│  │  LED Strip Effect │ │  Stage VFX       │ │  Lift Matrix      │          │
│  │  LightStripEffect│ │  StageVFXActor   │ │  LiftMatrix       │          │
│  │  ─────────────── │ │  ─────────────── │ │  ─────────────── │          │
│  │  10 GPU Matl FX  │ │  Niagara Particles│ │  5-Layer+Cables  │          │
│  │  9ch DMX Control  │ │  SpawnCount+RGB  │ │  Matrix FX/Color │          │
│  │  Multi-Target     │ │  Pan/Tilt Inherit│ │  Pan/Tilt Inherit│          │
│  └─────────────────┘ └─────────────────┘ └─────────────────┘           │
│                                                                          │
│  ┌─────────────────┐ ┌─────────────────┐                                │
│  │  Laser (Tex Proj) │ │  Laser (Point)   │                                │
│  │  SuperLaserActor  │ │  LaserProActor   │                                │
│  │  ─────────────── │ │  ─────────────── │                                │
│  │  RenderTarget    │ │  Line+Collision  │                                │
│  │  Beyond Integration│ │  Beyond Integration│                                │
│  └─────────────────┘ └─────────────────┘                                │
│                                                                          │
│  Each fixture defines its channel table via "Fixture Library"            │
│  Specifies Universe + Start Address + FixtureID via "DMX Patch"          │
└─────────────────────────────────────────────────────────────────────────┘
                         │
                         ▼
┌─────────────────────────────────────────────────────────────────────────┐
│                         Toolchain                                          │
│                                                                          │
│  ┌──────────┐  ┌──────────┐  ┌──────────┐  ┌──────────┐  ┌──────────┐ │
│  │Patch Tool │  │ Monitor   │  │DMX Record │  │MA Export  │  │DMX Config│ │
│  │Batch Addr │  │Live Ch Val│  │Sequencer │  │MA2/MA3   │  │Art-Net   │ │
│  │Assignment │  │Viewing    │  │Playback   │  │Fixture Cfg│  │Net Setup  │ │
│  └──────────┘  └──────────┘  └──────────┘  └──────────┘  └──────────┘ │
└─────────────────────────────────────────────────────────────────────────┘

Core Data Flow (How signals travel from console to fixtures)

① Console sends DMX signal
   ↓ Art-Net UDP packets (port 6454) or sACN UDP packets (port 5568)
② SuperDMX subsystem receives → Parses Art-Net / sACN protocol → Extracts Universe number + 512 channel values
   ↓ Stores in Universe buffers (thread-safe, readable by game thread at any time)
③ Fixture Actor Tick
   ↓ Reads channel values from buffer according to its Universe + StartAddress
④ Fixture Library channel mapping
   ↓ FSuperDMXModuleInstance → FSuperDMXAttributeDef → Coarse/Fine/Ultra
⑤ Parameter application
   ↓ DMX values → Pan angle / Color / Brightness / Gobo / Position etc.
⑥ Unreal Engine real-time rendering

Module Dependencies

┌──────────────────┐     ┌──────────────────┐
│    SuperDMX      │     │   SuperStage     │
│  (Runtime Module)│◀────│  (Runtime Module)│
│  ─────────────── │     │  ─────────────── │
│  USuperDMXSubsystem │  │  All Fixture Actors │
│  Art-Net Tx/Rx   │     │  Fixture Library Assets│
│  Universe Buffers│     │  Lighting Components│
└──────────────────┘     └──────────────────┘
                                 ▲
                         ┌───────┴──────────┐
                         │ SuperConsolePro  │
                         │  (Editor Module) │
                         │  ─────────────── │
                         │  Virtual Console UI│
                         │  Phaser / Cue    │
                         └──────────────────┘

6. Module Navigation

The SuperStage DMX system includes the following functional modules, each with independent detailed documentation:

Core Fixture Modules

Document Module Description
03 - DMX Fixture Base ASuperDmxActorBase Common foundation for all DMX fixtures: Universe, Address, FixtureID, fixture library reference, DMX channel reading (8/16/24-bit), batch matrix reading, address label display
04 - Moving Light Base Class ASuperLightBase Pan/Tilt control layer: horizontal/vertical rotation, infinite rotation, speed control, matrix heads, Z-axis lift, lamp angle
15 - Full-Featured Moving Light ASuperStageLight Complete fixture implementation: Beam (Dimmer/Strobe/Zoom/Focus/Frost/Iris), Color system (RGB/RGBW/HSV/ColorWheel/CMY/CTO/CoolWarm/ColorMix), Gobo (3x), Prism (3x), Cutting (Shaper 4-blade), Effects (Effect LUT 10 types), Matrix (pixel-level control), Spot fill light

Specialized Fixture Modules

Document Module Description
05 - DMX Camera ASuperDMXCamera 6-axis translation/rotation + FOV/Aperture/Focus + Render to RenderTarget
10 - Stage Machinery ASuperLiftingMachinery / ASuperRailMachinery Lift platform/rotating stage (6-axis), rail car (7-axis, spline path)
11 - Laser System ASuperLaserActor / ASuperLaserProActor Pangolin Beyond integration: texture projection mode / point data precise line mode
12 - Lift Matrix ASuperLiftMatrix 5-layer lift components + 4 steel cables, matrix effect/color control
13 - LED Strip Effect ASuperLightStripEffect 10 GPU material effects, 9-channel DMX control, multi-target batch application
14 - Stage VFX ASuperStageVFXActor DMX-controlled Niagara particle systems: smoke/flame/snow/CO2/fireworks

System Configuration & Tools

Document Module Description
01 - DMX Network Configuration DMX Configuration Panel Art-Net / sACN protocol settings, IP address, port, input/output toggle, Universe start offset
02 - Fixture Library Fixture Library Create and edit fixture channel definition tables (attribute name→channel offset→precision→sub-attributes)
06 - DMX Activity Monitor Activity Monitor Real-time viewing of current values for each channel in each Universe
07 - Patch Tools Patch Tool & Preview Batch DMX address assignment, preview and edit patch info for all fixtures
08 - DMX Recording & Playback Sequencer & Take Recorder Record external DMX input as Sequencer animation, support playback output
09 - MA Console Export Export to MA / CSV Export virtual fixture configurations as MA2/MA3 importable fixture configuration files

7. Quick Start (5-Minute Setup)

Step 1: Open the DMX Configuration Panel

Click the DMX button in the SuperStage toolbar at the top of the UE editor to open the DMX configuration panel.

Step 2: Configure Network

  • Protocol: Select Art-Net (default) or sACN (E1.31)
  • Input: Check “Enable”, Art-Net port 6454 / sACN port 5568
  • Local IP: Select the NIC IP on the same subnet as the console (leave blank if only one NIC)
  • Click “Apply”

Step 3: Place Fixtures

Drag fixture blueprints from the Content Browser into the scene. Each fixture inherits from ASuperDmxActorBase and comes with built-in DMX control capability.

Step 4: Assign DMX Address (Patch)

Select the fixture and set the following in the Details panel:

  • Universe: The DMX universe the fixture belongs to (must match the console, range 1-256)
  • Start Address: Starting address (must match the fixture’s address in the console, range 1-512)
  • Fixture ID: Fixture number (matching the console, used for MA export)

Tip: For multiple fixtures, use the “Patch Tool” for batch address assignment. See 07 - Patch Tools.

Step 5: Confirm Signal

Open DMX Activity Monitor and send signals from the console. If configured correctly, you’ll see channel values changing in real-time. Virtual fixtures in the scene will also respond synchronously.

Typical Workflow

Design Phase                    Programming Phase              Performance Phase
───────────                    ───────────                   ───────────
1. Build virtual stage         2. Connect MA console         5. Real-time light preview
   ├ Place fixture blueprints     ├ Configure Art-Net        6. Adjust lighting programming
   ├ Set fixture positions        ├ Assign DMX addresses     7. Record DMX → Sequencer
   └ Configure fixture library    └ Confirm signal           8. Export to MA console
3. Batch address assignment
4. Export fixture config to MA

8. System Requirements & Network Topology

Hardware Requirements

Item Minimum Recommended
CPU Intel i5 / AMD Ryzen 5 Intel i7 / AMD Ryzen 7 or above
GPU NVIDIA GTX 1660 / AMD RX 5600 NVIDIA RTX 3070 / AMD RX 6800 or above
RAM 16 GB 32 GB or above
Network 100 Mbps Ethernet Gigabit Ethernet (required for multi-Universe scenarios)
Engine Unreal Engine 5.7 Unreal Engine 5.8
┌──────────────────┐                    ┌──────────────────┐
│   MA2/MA3 Console  │                    │  UE5 + SuperStage │
│   IP: 2.x.x.x    │◀──── Gigabit Switch ──▶│  IP: 2.x.x.x     │
│ Art-Net/sACN Output│         │          │ Art-Net/sACN Input│
└──────────────────┘         │          └──────────────────┘
                              │
                     ┌────────┴────────┐
                     │ Art-Net Node    │  (Optional: connect real fixtures)
                     │ IP: 2.x.x.x    │
                     └─────────────────┘

Port Reference

Port Protocol Direction Description
6454 Art-Net Input/Output DMX signal transmit/receive (UDP)
5568 sACN (E1.31) Input/Output DMX signal transmit/receive (UDP multicast/unicast)

Universe Number Alignment

SuperStage provides a “Start Universe” offset setting for aligning with different consoles’ numbering conventions:

Console Console Universe 1 SuperStage Start Universe Set To SuperStage Internal Universe
MA2/MA3 Universe 1 0 (default) 1
MA2/MA3 Universe 1 1 1

Default setting (Start Universe = 0) is already compatible with common MA2/MA3 configurations; no changes needed in most cases.


9. Performance Guide

Fixture Count & Performance

Scenario Scale Fixture Count Universe Count Expected FPS (RTX 3070)
Small show < 50 fixtures 1-4 60+ FPS
Medium show 50-200 fixtures 4-16 45-60 FPS
Large show 200-500 fixtures 16-64 30-45 FPS
Extra large 500+ fixtures 64+ Depends on optimization

Performance Optimization Suggestions

Optimization Method Effect
Reduce beam rendering Lower BeamQuality (default 75, can go to 50) GPU load ↓ 20-30%
Disable shadows FLightLightSpotDefaultValue.bLightShadow = false GPU load ↓ 15-25%
Reduce volumetric fog VolumetricScattering = 0 GPU load ↓ 10-15%
Reduce light distance Lower MaxLightDistance (default 2345cm) GPU load ↓
Spot fill light on demand Only enable SpotLight when real light interaction is needed Significantly reduces lighting computation
Matrix light optimization Reduce matrix scale or lower update frequency CPU load ↓

10. FAQ

Q1: Virtual fixtures don’t respond to console signals?

Troubleshooting steps (check in order):

  1. Check DMX input toggle — DMX Configuration Panel → Input → Confirm “Enable” is checked
  2. Check network connectivity — Confirm UE host and console are on the same subnet (ping test)
  3. Check ports — Confirm UDP 6454 (Art-Net) or 5568 (sACN) ports are not blocked by firewall
  4. Check Activity Monitor — Open DMX Activity Monitor, confirm signals are being received
  5. Check Universe alignment — Confirm fixture’s Universe number matches the console (note Start Universe offset setting)
  6. Check address match — Confirm fixture’s StartAddress matches the fixture’s address in the console
  7. Check fixture library — Confirm fixture is associated with a fixture library, and attribute names in the library match those called in blueprints
  8. Check blueprint logic — Confirm correct control functions are called in the blueprint’s SuperDMXTick event

Q2: Address conflicts between multiple fixtures?

Use the “Patch Tool” to automatically calculate non-conflicting address assignments. See 07 - Patch Tools.

Q3: How to output UE light effects to real fixtures?

Enable “Output” in the DMX configuration panel, set the remote IP to the fixture/node’s address. During Sequencer playback, DMX signals are automatically output via Art-Net / sACN.

Q4: How many Universes does SuperStage support?

Theoretically supports 32,767 Universes (Art-Net specification limit). Actual performance depends on hardware and scene complexity; typically 256 Universes or less runs without issue.

Q5: Can DMX be received and sent simultaneously?

Yes. Input and output are independent and can be enabled simultaneously. For example: receive signals from MA console to control virtual fixtures, while outputting other Universes from Sequencer playback to real fixtures.

Q6: Light effects appear dim / beams not visible?

Issue Solution
Light too dim Increase MaxLightIntensity (default 100, can go to 200-500)
Beam invisible Confirm fog (ExponentialHeightFog) in scene, increase BeamFogIntensity (default 20)
Beam too short Increase MaxLightDistance (default 2345cm, can go to 5000-10000cm for large scenes)
No shadows Enable LightSpotDefaultValue.bLightShadow = true
Color inaccurate Check Post Process Volume tone mapping settings, recommend ACES tone mapping

Q7: How to create custom fixtures?

  1. Create a new Blueprint in Content Browser, parent class set to ASuperStageLight (or other suitable base class)
  2. Replace fixture 3D models (four mesh components: Hook/Base/Rocker/Hard)
  3. Create a Fixture Library defining the channel table
  4. Call control functions in the blueprint’s SuperDMXTick event
  5. Adjust default parameters (beam range, color mode, etc.)

See the “Blueprint Integration” sections in each module’s documentation for detailed steps.


11. Glossary

Term Chinese Description
Universe A 512-channel DMX signal line
Channel 通道 A control value within a DMX Universe (0-255)
Address 地址 Starting channel number of a fixture within a Universe
Patch 补丁 The process of assigning Universe + Start Address to a fixture
Fixture Library 灯具库 Data asset defining fixture channel function mapping
Fixture ID 灯具 ID Unique fixture number, corresponding to the fixture number in the console
Coarse 粗调 8-bit (1 channel) precision control, value range 0-255
Fine 精调 16-bit (2 channel) precision control, value range 0-65535
Ultra 超精调 24-bit (3 channel) precision control, value range 0-16777215
Attribute 属性 A controllable function of a fixture (e.g., Dimmer, Pan, Tilt, Color, etc.)
Module Instance 模块实例 Functional module in the fixture library (for multi-head definitions of matrix lights), containing Patch offset and attribute list
Channel Set 通道集 Named functional ranges for specific value ranges within a channel (similar to MA2 Channel Set)
Sub-Attribute 子属性 Functional intervals within an attribute subdivided by value range (e.g., in Gobo1 attribute: 0-10=White, 11-20=Gobo1)
Rocker 灯臂 The mechanical arm of a moving light responsible for Pan (horizontal rotation) (corresponds to SceneRocker component)
Hard 灯头 The head portion of a moving light responsible for Tilt (vertical rotation) (corresponds to SceneHard component)
Hook 灯钩 The hook part of a moving light hanging on a truss (corresponds to SM_Hook component)
Strobe 频闪 Rapid on/off flashing effect of light, controlled via Strobe channel
Frost 雾化 Optical effect that softens beam edges
Iris 光圈 Mechanical aperture controlling spot size
ColorWheel 色轮 Rotating disc with multiple fixed color filters
Gobo Wheel 图案轮 Rotating disc with multiple gobo templates
Prism 棱镜 Optical element that splits a single beam into multiple beams
Shaper/Blade 切割 Blades that block beam edges to achieve rectangular/trapezoidal spots

Next Steps: Read 01 - DMX Network Configuration to learn how to set up network connections, or jump directly to 15 - Full-Featured Moving Light to learn about the most commonly used fixture type.