Download and changelog
WE RECOMMEND USING THE LATEST VERSION
V 1.1 - 20251108 - Unreal Engine 5.6.1
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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.
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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
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
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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.
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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.