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WE RECOMMEND USING THE LATEST VERSION


V 1.1 - 20251108 - Unreal Engine 5.6.1

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Download + BMD Plugin
    • The implementation of our custom Blackmagic Design plugin fixes a bug where, on every engine restart, all inputs were reset to the first card input and previous input settings were not saved.

    • Sequencer now usable even with the Vanilla System plugin active.

    • Genlock settings persist even after restart.

    • Fill/key delay adjustable in seconds. Tip: with DeckLink, keep at least 1 frame of delay on fill and key (≈ 0.02s at 50p or 0.04s at 25p).

    • Multimachine / all-in-one fix: now they work without having to switch between buttons to activate them.

    • Runtime: when entering Play mode, if "Capture in Editor" is active, it's automatically disabled to prioritize runtime capture (more performant).

    • Offline license: after first activation, it works even without Internet.

    • Touch controls hidden in runtime (it was only an aesthetic issue, no technical/image impact).

    • Position Override freely movable without having to force refresh


V 1.0 - 20251001 - Unreal Engine 5.6.1

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V 1.2 - 20251117 - Unreal Engine 5.7

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    • Unreal Engine 5.7–compatible version released.

    • Added a “refresh” button in the garbage matte section. The change wasn't automatic on some system.


V 1.3 - 20251126 - Unreal Engine 5.7

    • Disable by dafault “Use less CPU when in background” settings in Unreal Engine project settings so performance does not drop when Unreal Engine is minimized.

    • Apply nodal offset: Unreal Engine 5.7 does not automatically apply the nodal offset from the lens calibration file to the camera; we fixed this, and now the VanillaSystem Camera natively and automatically apply the nodal offset of the lenses to the camera.

    • Locked Pawn and World positions when the transofm is dragged in the viewport to prevent accidental movement; they can now only be adjusted from the VanillaSystem Camera Manager and Global Settings.

    • Disabled autosave during production to avoid freezes.

    • Added a note under Copy From explaining that you must click Refresh button in Camera Manager after changes. This is crucial when you are in a multi machine workflow and all workstations have the same I/O cards and consequently the cameras in Unreal Engine will have the same settings between them.

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