[/Script/GameProjectGeneration.TemplateProjectDefs] Categories=ME LocalizedDisplayNames=(Language="en",Text="DMX") LocalizedDescriptions=(Language="en",Text="This template is dedicated to live events previs and virtual production workflows requiring DMX protocol. It includes examples for addressing, patching and controlling proxy lighting fixtures as well as recording and playback of live DMX data streams in and out of UE. \n\nUse as a starting point to start previsualizing your live show using professional lighting consoles, for controlling external physical DMX enabled devices from within Unreal or simply for triggering custom events inside your project using DMX. Experimental pixel mapping feature and additional controllable effects such as pyrotechnics, fireworks and water fountains are also showcased. \n\n") LocalizedDisplayNames=(Language="ko",Text="DMX") LocalizedDescriptions=(Language="ko",Text="DMX 프로토콜이 필수인 라이브 이벤트 프리비즈 및 버추얼 프로덕션 워크플로 전용 템플릿입니다. 프록시 조명기구의 어드레스, 패치 및 제어는 물론 언리얼 엔진을 통한 라이브 DMX 데이터 스트림 재생의 송수신에 대한 예시가 포함되어 있습니다.\n\n전문 라이팅 콘솔을 활용한 라이브 쇼의 프리비즈를 시작하거나 언리얼 엔진 안에서 DMX를 활성화한 외부 물리적 장치를 제어하거나 DMX를 통해 간단하게 프로젝트 내에서 커스텀 이벤트를 트리거하기 위한 시작점으로 활용해 보세요. 실험단계의 픽셀 매핑 기능과 파이로테크닉, 불꽃놀이, 분수대 등 제어 가능한 추가 이펙트도 선보입니다.\n\n") LocalizedDisplayNames=(Language="ja",Text="DMX") LocalizedDescriptions=(Language="ja",Text="このテンプレートは DMX プロトコルを必要とするライブイベントのプリビズとバーチャルプロダクション ワークフローのためのものです。プロキシ照明装置のアドレス、パッチ、コントロール、ライブ DMX データストリームを UE から入出力して記録、再生する例などを含んでいます。\n\nプロフェッショナル向け照明コンソールを使ったライブショーのプリビズ制作から、外部の実際の DMX 対応デバイスの Unreal からの操作、プロジェクトから DMX を使ったカスタムイベントのトリガーといった用途で使用できます。実験的なピクセルマッピング機能と、パイロテクニクス、花火、噴水などのエフェクトの追加コントロールについても例が用意されています。 \n\n") LocalizedDisplayNames=(Language="zh-Hans",Text="DMX") LocalizedDescriptions=(Language="zh-Hans",Text="该模板专门用于现场活动的视效预览和需要DMX协议的虚拟制片流程。它包含了寻址、配接和控制代理照明设备,以及在UE内外录制和回放现场DMX数据流的示例。\n\n该DMX模板是一个很好的起点,你可以为使用专业照明控制台的现场演出制作视效预览,可以在虚幻内控制启用了DMX的外部实体设备,或在使用了DMX的项目内部触发自定义事件。该模板还展示了实验性的像素映射功能和额外的可控制效果,如冷焰火、烟花和喷泉。\n\n") ; This project uses a thumbnail as the project icon bThumbnailAsIcon=false ClassTypes=Actor, Blueprint AssetTypes=Static Mesh, Texture, DMX Library, Level Sequence FoldersToIgnore=Binaries FoldersToIgnore=Build FoldersToIgnore=Intermediate FoldersToIgnore=Saved FoldersToIgnore=Media FilesToIgnore="%TEMPLATENAME%.uproject" FilesToIgnore="%TEMPLATENAME%.png" FilesToIgnore="Config/TemplateDefs.ini" FilesToIgnore="Config/config.ini" FolderRenames=(From="Source/%TEMPLATENAME%",To="Source/%PROJECTNAME%") FolderRenames=(From="Source/%TEMPLATENAME%Editor",To="Source/%PROJECTNAME%Editor") FilenameReplacements=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME_UPPERCASE%",To="%PROJECTNAME_UPPERCASE%",bCaseSensitive=true) FilenameReplacements=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME_LOWERCASE%",To="%PROJECTNAME_LOWERCASE%",bCaseSensitive=true) FilenameReplacements=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME%",To="%PROJECTNAME%",bCaseSensitive=false) ReplacementsInFiles=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME_UPPERCASE%",To="%PROJECTNAME_UPPERCASE%",bCaseSensitive=true) ReplacementsInFiles=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME_LOWERCASE%",To="%PROJECTNAME_LOWERCASE%",bCaseSensitive=true) ReplacementsInFiles=(Extensions=("cpp","h","ini","cs"),From="%TEMPLATENAME%",To="%PROJECTNAME%",bCaseSensitive=false) ; Which settings on the project settings page should be hidden for this template. Default: none ; Allowed values are: ; All - Hides the settings page entirely ; Languages - Choose between C++ and Blueprint versions. ; HardwareTarget - Choose between Mobile and Desktop hardware targets. ; GraphicsPreset - Choose between Maximum and Scalable graphics. ; StarterContent - Choose whether to add starter content to the project. ; XR - Choose whether to enable Virtual Reality support for the project. ;HiddenSettings=All HiddenSettings=Languages HiddenSettings=HardwareTarget HiddenSettings=GraphicsPreset ;HiddenSettings=StarterContent HiddenSettings=XR