Adding nDisplay to an Existing Project

Describes how to set up any existing Project to be ready for nDisplay.

Windows
MacOS
Linux

You don't have to use the nDisplay Template Project in order to render through nDisplay. If you already have a different Project set up with your content, you can adjust that Project so that it can take advantage of nDisplay.

In the following steps, you'll set up your Project with a special GameMode that contains custom classes pre-built to work with nDisplay. You cannot currently use nDisplay with your own choice of GameMode, Pawn, and Controller classes.

To set up an existing Project to use nDisplay:

  1. Enable the nDisplay plugin.
    In the Unreal Editor, choose Edit > Plugins from the main menu. Search for "nDisplay", and check the Enabled checkbox.

  2. Enable nDisplay for your Project.
    Choose Edit > Project Settings from the main menu, and find the Plugins > nDisplay section. Check the Enabled checkbox.

  3. Still in the Project Settings window, go to the Project > Description section, and check the Settings > Use Borderless Window checkbox.

  4. Restart the Unreal Editor, reopen your Project, and open your Project's default Level.

  5. In the World Settings panel, set the Game Mode > GameMode Override setting to DisplayClusterGameModeDefault.

  6. Add a new DisplayClusterSettings Actor to your Level.
    You can find this Actor in the Modes panel, on the All Classes list.

  7. Continue on with the rest of the setup instructions in the Quick Start Guide.

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback