It looks like you entered 1920 x 1080 in the Render to canvas node, which I’m not sure its correct. The x & y signify top left corner not the width and height. So in most cases they are both set to 0.
Try connecting a simple Color to texture node to Render to canvas node to test whether the render to canvas is done correctly.
Please also make sure that in the Render to canvas node, parent canvas has to be selected in its properties on the right.
If you insert a Texture invert node as shown below
Does the texture appear (please make sure only A is selected)? Because from the fact that there is 1920 x 1080 px written below Render to canvas node it seems the texture is coming from UE4 but the alpha is 0.
If the above suggestion solved your problem then you probably have SceneColor (HDR) in RGB, Inv Opacity in A selected in the properties of your Scene capture component in UE4.
If you want, feel free to send over the .la project file so I can have a look.
Some other things to check:
Can you see UE4 output in the Spout demo receiver program. If you don’t know what that is, you can download it on Spout website.
If we focus on what’s displaying below the Render to canvas node for a moment and not what’s on the canvas: do you see anything at all if you play with the checkboxes on the Texture invert node?
I’m running on my own scratch. I cannot open the Sample Project in Visual Studio 2017 so now I’m downloading the 2015 version.
And now I will try to build my own scratch in 4.19
Just to confirm that spout is working on your computer: could you please confirm that if you run Spout Sender and Spout Receiver demo applications the textures are passed between the 2 apps?
2nd: could you please post a screenshot of your Render target window and the properties of your Scene capture 2D componenet in UE4 as shown below.
After a few more to and fros in PM, what turned out to be the solution was:
I think your spout might be set to Memory share instead of Texture share.
I’ve been able to reproduce your error. In Spout2 folder, where you have Demo/spout receiver/sender programs, there is also a SPOUTDXMODE folder. In there, there is a program called SpoutDXmode.exe. Run it please. It should look like this:
Please make sure you have Texture share enabled and not Memory share.
Because when I looked again at your Spout receiver screenshots, I saw that it says Memoryshare whereas in mine it says Textureshare
having the same issues as milosz,
sending and receiving between spout and LA works fine but when I attempt to do so through UE4 (both from scratch following the tutorial video and from the example projects) I get the same error.
I’ve set my Spout settings to what’s described above and here’s my DirectX Diagnostic below:
I know you said that you’ve got the exact same settings as described above, but could you please post a screenshot of your Spout DX11 Receiver and SpoutDXmode windows?
You might have seen this, but there is more information in the Spout Troubleshooting user guide.
Lastly, could you please share which GPUs you have in your system?
So, if I understand correctly, you can send Spout from Lightact to SpoutReceiver.exe, but you cannot send Spout from UE4 to SpoutReceiver.exe? Am I correct?
When you have just UE4 and SpoutReceiver.exe running, does SpoutReceiver.exe actually detect UE4 spout sender? As in, can you select it in the select sender dialog window?
I googled that Interop Spout error you posted earlier and it might be something regarding which GPU UE4 is using. I might be completely wrong here though…
p.s. Both GPUs should be perfectly fine (you could have even something much less powerful). I’m guessing it’s something with GPU or Spout settings or, although less likely, DirectX settings.
OK, the main problem seems to be ‘Cannot create DirectX/OpenGL interop’. All the others, such as ‘Couldn’t read Shared Memory’ are not really bugs - just warning & notifications.
Unfortunately, I don’t have any out-of-the-box ideas yet, but I’ll try to reproduce the error tomorrow. The only idea I have atm is that UE4 for some reason uses another GPU (integrated graphics perhaps?)
Reminded me of this post:
Is there any chance you could try on a different computer in the meantime?
This error looks similar to one of the issues I had in the past (Author of the linked issue post). In my case I was running everything on a laptop, and LightAct had been using integrated graphics while UE4 was using the proper card. I believe spout needs both to be running on the same card since it uses shared memory to communicate.
Ensure that both applications are set to the same graphics card, if there are multiple. (NVidia control panel should have these settings) If that’s not the case, then unfortunately my post will be of little help.