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Prepare the UE project environment
SuperStage is used in Unreal Engine projects. For formal projects, verify it in the target project environment.
used in UE scenes for lighting previsualization, DMX integration, media preview, special-effect visualization, and project drawing/statistics preparation.
The download page provides version entry, tutorial material, environment preparation, and technical support information. The download button opens an in-site channel selection dialog.
Current Version
26H2.0
Release Date
2026年5月21日
Docs Updated
2026年6月8日
Technical Support
yunsio@yunsio.com
SuperStage often works with UE projects, external consoles, media, LED strips, lasers, drone data, and drawing workflows. Formal projects should be verified in the target environment.
01
SuperStage is used in Unreal Engine projects. For formal projects, verify it in the target project environment.
02
If the project involves consoles, NDI, MADRIX, Pangolin Beyond, DroneLink / LDLink, or CAD workflows, confirm the target environment and file sources first.
03
Available modules, license duration, machine binding, offline authorization, commercial services, and support scope are subject to the contract, order, license backend, or confirmed delivery list.
04
When reporting issues, include version, UE version, OS/GPU information, external systems or file formats, screenshots, recordings, logs, and minimal reproduction steps.
This release focuses on large DMX projects, external data exchange, grandMA patching, media and LED-strip integration, beam behavior, patching efficiency, and fixture-resource coverage.
Organizes selected fixture position, orientation, DMX patch information, and related GDTF libraries.
Art-Net and sACN workflows support up to 512 DMX Universes.
Patch-data organization, import, and offline delivery workflows for grandMA2 / grandMA3.
Connects to the local MADRIX main output preview and supports offline playback after recording.
Optimized source-list refresh logic to reduce repeated-scan stutter.
Screens and projection can use switcher camera views as input sources.
This page does not promise fixed package contents. It shows SuperStage 26H2.0 product capability directions that can be publicly described. Available modules depend on authorization and delivery lists.
01
Place fixtures in a UE scene and review common stage-light behavior such as beams, colors, gobos, framing, prism, strobe, zoom, frost, and pixel control.
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Supports Art-Net and sACN input/output for integration between external consoles, onPC environments, or other DMX senders and the UE scene.
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Designed for multi-batch fixture addition and repeated address changes, reducing manual address calculation, repeated naming, and conflict checking.
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Makes the SuperStage UE scene part of the data flow between design, previsualization, console preparation, and delivery.
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Addresses the handoff from UE previsualization projects to console preparation through patch-data preparation, import data, and offline delivery workflows.
06
Applies media content to stage screens, projection objects, and virtual monitors so it can be judged together with lighting and stage structures.
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Discovers and selects NDI sources, uses NDI frames for screen or projection content, and supports NDI recording and playback.
08
Connects to the local MADRIX main output preview and applies the output to LED strips, pixel strips, matrix walls, or LED-line carriers.
09
Targets Pangolin Beyond related workflows, bringing laser lines, patterns, and recorded content into the UE stage view.