OWL Media Output Wizard
You can instantly set up media outputs from Unreal Engine for streaming in the studio or to the internet, with alpha channel support, audio support, options of Cinecam, 360 Camera or Viewport
Last updated 3 days ago
Overview
The OWL
Media Output Wizardsignificantly simplifies the process of outputting media from your Unreal scene.It will instantly set up an
OWL Capture Type(Cinecam,360 CameraorViewport Capture) and stream it over the network or to the internet via anOWL Output Type.The two are connected via a shared
Render Targetwhich captures the live pixels and ensures any updates you make in the cameras automatically is reflected in your output.It will also automatically set up any audio inputs present in your media, including
Audio Submixes.
Basic Set-Up
In Unreal Editor select the Off World Live drop down in the
EditorUI and selectMedia Output Wizard:
A pop-up will appear in which you can select the
Capture Typeyou want as well as theOutput Typesyou want:
Select the options you need and click
Create. The relevant UnrealActorswill instantly generate in your scene:
Performance
Frame Rate
Each
Capture Typewill have a different impact on your performance:Viewport Captureshouldn’t result in any reduction in FPS.Cinecamand360 Camerawill see an FPS drop due to the requirement for theRender Targetto render additional pixels.
Different
Output Typeswill affect your FPS in different ways:NDIwill have the largest performance impact due to its CPU encoding and this impact will increase if you have a high resolution/ FPS output and/ or multiple outputs.The
Media Output Encodercan handle more outputs with higher resolution/ FPS because it is GPU encoded. However, if you have multiple>60FPS>4koutputs then you may start to see a performance decline.Spout/Virtual Webcamuses GPU texture sharing and so has no performance overhead.
Visual Appearance
All the camera outputs share the
Viewportrendering pipeline and so are true to the colors and post-processing effects you see in your UnrealViewport.The OWL
Cinecamand360 Cameraboth haveOCIOoutput options if you want to select a specific color space for your output.All the Output Types use
8bitcolor apart from Spout which can be up to32bitcolor. We plan to add10bitcolor support to theMedia Output Encodersoon.Only the
NDIoutput should have any visually perceptible image artefacts (due to theNDISpeedHQencoding algorithm), all the other formats should have a seamless image.
Capture Types
There are three
Capture Typeoptions:
OWL Cinecam
Selecting this will generate the
OWL Cinecam Actorwith a1080pRender Target.You should go to the
Detailspanel of theActorto modify any settings you require.If you have selected
alpha channel, you will need to go to theAlpha Settingssection to create yourShow Onlylist:
OWL 360 Camera
Selecting this will generate the
OWL 360 Degree Camera Actorwith anEquirectangularprojection and a1080pRender Target.You should go to the
Detailspanel of theActorto modify any settings you require.If you have selected alpha channel, you will need to go to the
Alpha Settingssection to create yourShow Onlylist:
OWL Viewport Capture
Selecting this will generate an
OWL Viewport Capture Actorwhich will inheirit whatever resolution your UnrealViewportis set to.This
Actorwill write whatever activeViewportyou have selected in Unreal to aRender Targetand is useful if you want to stream or record direct from your game/ app.There is no performance impact from selecting this option because it captures the pixels that you are already rendering for your
Viewport:
Audio Output
All three
Capture Typessupport audio output.Only the
NDI Senderand theMedia Output Encodercan encode audio (the other options will be greyed from the list).You can select audio out from either the
Viewport(Default Main Submix) or from anAudio Submix:
In the
Output Typeyou have selected you can modify the audio settings in theDetailspanel of theActor:
Output Types
You have four
Output Typeoptions:
Spout
Overview
This is the best option if:
You want perfect color matching (and high color
bitrate).If you need video only (
alpha channelis supported).You are sharing media from the same machine.
Your sharing software has a
Spout Receiveroption.
That’s because Spout uses GPU Texture Sharing and so has zero latency, compression, encoding or CPU overhead.
Spout can support up to
32bitcolor but your output will be set by default toRGBA16f(16bitcolor with alpha channel).You can change this by opening the
Render Targeton whateverCapture Typeyou have selected and selecting a differentRender TargetFormat:
Spout is supported in media software like OBS Studio, TouchDesigner, Resolume, MadMapper etc.
Settings
If you select this option the wizard will generate a OWL Spout Sender Manager with a Render Target/s from your selected Capture Type.
In the
Actoryou can change:The name of your
Spoutoutput.Fix Gamma:Unreal works inlinearcolorspace and then applies ansRGBconversion to the Editor UI.If you want an output that looks identical to your Editor
Viewportthen keep this ticked.If you want the raw color values from the
Render Targetthen untick:

NDI
Overview
This is the best option if:
You are sending media across a network (normally a local network but it can also be over the internet using
NDI Bridge).You need audio as well as video (
alpha channelis supported).Your sharing software has an
NDI Receiveroption (this is quite common).
However, NDI needs to encode the media to send over the network so:
There is a encoding cost in Unreal which reduces FPS.
You may see small visual artefacts in your Receiver software.
You will need large available bandwidth to send the video (Ethernet is recommended).
Currently
NDISender only supports8bitcolor (SpeedHQcodec withUYVYandBGRAoptions).
Settings
If you select this option the wizard will generate an OWL NDI Sender Manager with a Render Target/s from your selected Capture Type.
In the
Actoryou can change:The name of your
NDIoutput.If you are sending audio (if you have selected
Audio Submixthen you can selected between submixes)Video Conversion Format:You can select betweenUYVYandBGRA(both are8bitcolor only, onlyBGRAsupports alpha channel).
Virtual Webcam
Overview
The Virtual Webcam module needs to be installed for this option to be able to be selected. An installer can be found in the Utils folder of the OWL plugin.
Run this installer and then restart your computer:

This is the best option if:
You want to stream video (no audio or alpha channel) from Unreal to a virtual conference system like Zoom, Discord, Teams, Meet etc.
You want to stream video using social media streaming softwares (TikTok, Douyin etc) because all streaming softwares are able to receive a virtual webcam.
However, virtual webcams can only support very specific resolutions in the aspect ratio of
16:9or4:3such as:4:3:480x360,640x480,960×720,1024x768,1600x1200,2048x153616:9:640x360,1280x720,1920x1080,2560x1440
If you want a vertical output for live-streaming to TikTok/ Douyin etc. then you should rotate your
OWL Cinecam180 degrees and select1920×1080(16.9aspect ratio).You can select a
360 Degree Cameraoutput but it will be distorted by the fixed aspect ratio so is only useful if you want to make experimental content or stream inStereographic (Tiny World)format.
Settings
N.B. Virtual Webcams interact with a lot of different software on your machine such as Chrome, Slack, Discord, Zoom, Teams etc.
If you are having issues with the webcam showing up in these software, trying restarting them and/ or ending their processes (including background processes) in Windows Task Manager and opening them again.
If you select this option the wizard will generate an OWL Virtual Webcam Actor with a Render Target/s from your selected Capture Type.
You will need to tick
Activefor theWebcamto begin sending.Launch Installer:Tick this if you want to include theVirtual Webcamin your game/ app. It will launch theVirtual Webcam Installerfor your users when they first open your app.Enable 60Fps:Normally the webcam is set to30FPSbecause this is the default for video conferencing software.If you are confident that your receiving software can process
60FPSthen you can select this option:
Media Output Encoder
This is the best option if:
You want to live-stream to the internet via
RTMP,SRT,RTSPorHTTP.You want to record to disk via
MP4,MOV,AVI,MKV,FLV.You want video and audio (
alpha channelis not currently supported).You want more control over your output, including video and audio bitrate, encoding format, framerate and timecode control etc.
You want to maximise performance (for example in comparison to
NDI) because theMedia Output Encoderuses GPU encoding (only NVIDIA GPUs are currently supported).
Settings
If you select this option the wizard will generate an OWL NDI Sender Manager with a Render Target/s from your selected Capture Type.
You will need to press
Startfor the output to begin (this can also be triggered via Blueprints) but first you need to select the format you want to output plus any other details (as below):
To begin outputting media:
Ensure that
Enabledis ticked and if you want to output audio thatEncode Audiois ticked:
If you want to modify your audio settings in more detail, such as adding an
Audio Submixor changing bitrate you can do so in theAudio Encoder Configurationbelow.
Select in your
Output Typethe option you need.You can select more than one of these by adding a new array. For example, if you want to stream to
RTMPbut record your stream toMP4, you can add two output settings like this:
If you select a streaming output, you will need to input a
Stream URLandStream Keywhich you can find in your streaming provider software:
If you select
Save to Filethen you need to set theDestination Format(Mp4, MOV etc), where to save the file and what name to give it:
The
Video Encoder Configurationis set by default toH.264encoding,30 FPSoutput and a birate of5000kbps, which is recommended for a1080presolution.
The Timecode in the
Time Sync Modesection is set by default toRecording Counter (Start at Zero):
Trouble-Shooting
There are some basic tips below.
For specific issues, please check the guides for the individual OWL Actors which all have extensive trouble-shooting recommendations.
Frame Rate Drop when in Background
By default, Unreal throttles the CPU when Unreal is in the background vs other software.
To change this, go to
Editor Preferencesand untickUse Less CPU when in Background:
Audio not Playing when Editor in Background
By default, Unreal will stop audio playing when the Editor is in the background vs other software.
To change this, pick the Engine version you need in your
File Explorerand go to the file path:
In
Configgo toBaseEngine.iniand open the notepad:
Search for
UnfocusedVolumeMultiplierand change the value from0.0to1.0:
Save the file and close and re-open Unreal. Your audio will now play continuously no matter if Unreal is in the background or minimised.