SuperStage 26H2.0

For Unreal Engine
Stage Lighting and Live Event Visualization Toolkit

a stage lighting and live event visualization toolkit for Unreal Engineused in UE scenes for lighting previsualization, DMX integration, media preview, special-effect visualization, and project drawing/statistics preparation.

SuperStage brings lighting, screens, projection, LED strips, lasers, drone data visualization, stage structures, and drawing materials into one UE scene so teams can review, align, and identify part of the issues before entering the venue.

Current Version

26H2.0

DMX Planning

Up to 512 Universes

Data Exchange

MVR / GDTF / grandMA

Media / LED / FX

NDI / MADRIX / Laser / Drone

Project Value

From UE Preview Scenes
to Integration and Delivery

SuperStage connects fixtures, media input, special effects, DMX patching, and documentation into one project workflow so teams can check issues during previsualization and reuse prepared data in external collaboration.

01

Proposals become visible

Lighting coverage, screen content ratios, projection occlusion, LED-strip rhythm, and main-visual relationships can be discussed directly in one UE view.

02

Patch risks surface earlier

DMX, Patch Tool, 512-channel grids, conflict prompts, and activity monitoring move address overlap, duplicate Fixture IDs, and Universe planning issues into the previsualization stage.

03

Less repeated entry

MVR, GDTF, and grandMA workflows let fixture position, orientation, Fixture ID, Universe, Address, and library resources continue into external collaboration.

04

Media, LED strips, and lighting together

NDI, switcher camera feeds, MADRIX LED strips, screens, projection, and lighting can be judged in one scene for brightness, rhythm, layers, and the main visual.

05

Dynamic content can be replayed

Lighting Cues, NDI video, MADRIX LED-strip animation, laser data, and DroneLink data can enter recording and playback workflows for presentation, comparison, and internal review.

06

Previsualization extends into delivery

SuperCAD uses fixtures, Universes, cables, drawing elements, and statistics from the scene for drawing communication, construction materials, and project archiving.

Production Company / Project Lead

Clients struggle to read the proposal, and issues surface only after load-in.

Review lighting, screens, stage design, and special effects together in a UE scene instead of relying on imagination.

Lighting Designer

Fixture positions, angles, beams, colors, and patterns must match the design intent.

Check the relationship between fixtures, scenic elements, screens, projection, and cameras during previsualization.

Console Engineer

Fixture ID, Universe, Address, and fixture-library information must be easy to hand over.

Use Patch Tool, MVR / GDTF, and grandMA workflows to reduce repeated entry and manual checks.

Video / Media Team

Screens, projection, NDI, switcher camera feeds, and LED-strip content need to be judged with lighting.

Bring media input into the same stage scene to review brightness, rhythm, layers, and spatial relationships.

Laser / Drone Collaboration Team

Special effects are often reviewed separately from the ground stage.

Bring laser data and DroneLink / LDLink data into the overall preview.

Delivery / Engineering Team

Drawings, statistics, and review materials still need to be prepared after previsualization.

Let fixtures, Universes, cables, and drawing elements in the scene continue serving delivery work.

Product System

12 Capabilities
for Real Production Workflows

SuperStage is not a pile of isolated features. It organizes lighting, DMX, media, special effects, programming, and drawing material into a UE scene that can be reviewed, integrated, and prepared for delivery.

01

Lighting Preview

Stage Lighting Previsualization

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.

Fixture assets support UE scene building, fixture placement, and visual previsualization

Supports dimmer, color, CCT, pan, tilt, zoom, strobe, GOBO, prism, framing, frost, and pixel-control representation

Can be combined with DMX, built-in programming tools, Sequencer, or an external console for show preview

UE preview sceneProposal screenshots / demo videoLighting-state playback

02

Art-Net / sACN

DMX Network and Patching

Supports Art-Net and sACN input/output for integration between external consoles, onPC environments, or other DMX senders and the UE scene.

Planning and integration capability for up to 512 DMX Universes

Each Universe follows standard DMX 512-channel planning

Fixture Universe, Address, and Fixture ID management with DMX activity monitoring, address-usage preview, and conflict prompts

Patch dataDMX recordingsShow preview

03

Patch Workflow

Patch Tool

Designed for multi-batch fixture addition and repeated address changes, reducing manual address calculation, repeated naming, and conflict checking.

Starting Universe, Address, and Fixture ID can auto-increment from the current scene state

512-channel grids show address occupation and prompt address overlap or duplicate Fixture IDs

Fixture start addresses can be adjusted by dragging, and names can be organized by project rules

Address planningConflict promptsConsole handover data

04

Data Exchange

MVR / GDTF Data Exchange

Makes the SuperStage UE scene part of the data flow between design, previsualization, console preparation, and delivery.

Supports importing fixture information from external MVR files

Supports exporting selected fixture position, orientation, Fixture ID, Universe, start address, and related GDTF libraries into MVR

Suitable for sharing fixture position, type, address, and library resources

MVR fileGDTF resourcesFixture data handover

05

grandMA2 / grandMA3

grandMA Patching Collaboration

Addresses the handoff from UE previsualization projects to console preparation through patch-data preparation, import data, and offline delivery workflows.

Reads fixture patch information from the UE scene and organizes import data by fixture type

Works with project fixture-library resources for grandMA2 / grandMA3 patch import

When direct connection is unavailable or offline delivery is required, file-based DMX-to-MA export remains available

grandMA patch preparation dataFixture-library collaborationOffline delivery files

06

Screens / Projection

Media Screens, Projection, and Switcher Input

Applies media content to stage screens, projection objects, and virtual monitors so it can be judged together with lighting and stage structures.

Supports NDI video sources, project textures, and switcher camera feeds from the UE scene

Screen carriers, projection objects, and virtual monitors support media preview

Supports common display controls such as brightness, opacity, color, contrast, and texture deformation

Screen previewProjection mapping previewSwitcher feed distribution

07

NDI Workflow

NDI Media Input

Discovers and selects NDI sources, uses NDI frames for screen or projection content, and supports NDI recording and playback.

26H2.0 optimizes NDI source-list refresh to reduce repeated-scan stutter

The source list uses cache and manual refresh logic

Recording and playback reduce dependence on live NDI sources during demos and reviews

NDI source previewNDI recording/playbackMedia review content

08

LED / Matrix

MADRIX LED-strip Preview

Connects to the local MADRIX main output preview and applies the output to LED strips, pixel strips, matrix walls, or LED-line carriers.

Preview MADRIX output in the UE scene

Apply MADRIX output to LED-strip or matrix-carrier materials

Supports brightness adjustment and offline playback after recording

LED-strip preview sceneMatrix-wall contentOffline playback

09

Pangolin Beyond

Laser Visualization

Targets Pangolin Beyond related workflows, bringing laser lines, patterns, and recorded content into the UE stage view.

Receives compatible laser point data for visualization in UE

Supports texture-based and procedural-mesh laser representation

Provides multiple built-in laser patterns and supports laser data recording/playback

Laser previewLaser recordingsIntegrated stage review

10

DroneLink / LDLink

Drone Data Visualization

Displays drone position, attitude, and light state in stage or event scenes so aerial formations and the ground stage can be reviewed together.

Reads drone position, attitude, and light state from LDLink data streams

Supports conversion from longitude, latitude, and altitude to UE scene coordinates

Supports single-drone and multi-drone visualization and can work with recording/playback workflows

Drone visualization contentIntegrated previewProposal material

11

Cue / Playback

Built-in Console and Show Programming

Provides lighting programming and playback tools inside the UE Editor for organizing fixture states during previsualization, presentation, and review.

Includes fixture table, color selection, presets, groups, Playback, live playback, frame editing, frame presets, layout view, Timecode, and DMX settings workflows

Supports DMX value management from Programmer, Cue, TimecodeCue, Effect, and other sources

Supports Cue, Playback, shortcut, and timeline-related workflows

Basic show segmentsPreview playbackRecorded review

12

SuperCAD

Stage Drawings and Drawing Output

Extends fixtures, stage objects, and statistics from the preview scene into engineering communication material.

Drawing views overlay stage objects and support fixtures, dimensions, annotations, cables, and title blocks

Provides fixture lists, Universe, power-load, and hanging-point load statistic panels

Supports DXF, PDF, PNG, multi-page PDF, and batch PNG output

DXF / PDF / PNGFixture listUniverse / power / hanging-point statistics
Use Cases

From Proposal Review
to Delivery Material

Concerts, festivals, theatres, launches, exhibitions, and large events can place proposals, show content, media, special effects, and delivery material into a clearer production rhythm.

01

Show Proposal Previsualization

Clients may struggle to understand the final look from drawings and text.

Build stage, fixtures, screens, projection, and scenic structures in UE for proposal presentations, director communication, and client confirmation.

Real-time preview, screenshots, recordings, render output, and UE scenes

02

Lighting Program Verification

Address errors, fixture orientation, and beam behavior often surface on site.

Use DMX, Patch Tool, built-in programming, and visualization to check fixture states earlier.

Checked patch data, DMX recordings, and show preview

03

Media and LED-strip Integration

Screens, projection, NDI, switcher feeds, and MADRIX content are often separated from lighting.

Bring NDI, switcher camera feeds, or MADRIX output into the UE scene for overall visual judgment.

Screen / projection / LED-strip preview scenes and media playback content

04

Console and Design-software Collaboration

Previsualization, design, and console teams repeatedly enter fixture position, address, and library data.

Use MVR, GDTF, and grandMA workflows to move the same fixture data into external production environments.

MVR files, GDTF resources, and grandMA patch preparation data

05

Laser and Drone Preview

Laser, drone, and ground-stage visuals are often reviewed separately.

Bring laser data and DroneLink / LDLink data into the overall stage view for cross-team communication.

Laser recordings, drone visualization content, and integrated preview

06

Project Delivery Material

After previsualization, light plots, statistics, and archive material still need to be prepared separately.

Use SuperCAD to output light plots, construction drawings, statistics, and deliverable drawing files.

DXF, PDF, PNG, fixture lists, Universe statistics, and supporting engineering material

External Workflow

External Systems
with Clear Collaboration Scope

SuperStage connects common live-production networks, files, consoles, media, and delivery workflows into one UE scene. It does not replace every external system.

DMX Network

Art-Net and sACN input/output and integration.

Bring fixture states from external consoles or DMX senders into the UE preview scene.

Stage Data Exchange

MVR import/export with GDTF library resources.

Reduce repeated data entry across design, previsualization, and console workflows.

Console Environment

grandMA2 / grandMA3 patch-data preparation, import, and offline delivery.

Make patch information prepared in previsualization easier to move into console preparation.

Media Input

NDI sources, project textures, and switcher camera feeds.

Let video, switcher feeds, screens, and projection join the overall stage preview.

LED-strip Preview

MADRIX main-output preview and offline playback.

Bring LED strips, matrix walls, and LED-line content into the UE stage scene.

Laser Preview

Pangolin Beyond related laser-data visualization.

Review laser effects together with lighting, media, and stage structures.

Drone Preview

DroneLink / LDLink data visualization in UE scenes.

Bring drone position, attitude, and light state into the overall stage preview.

Drawing Delivery

DXF, PDF, and PNG file output.

Extend previsualization scenes into project communication, construction, and archive material.

Art-NetsACNMVRGDTFgrandMA2grandMA3NDIMADRIXPangolin BeyondDroneLink / LDLinkDXFPDFPNG
Start

Make the Next Review
Show the Stage Relationship

Get SuperStage, watch tutorials, or contact LimxTeam to discuss project licensing, external-system collaboration, and delivery scope.

Version

26H2.0

Release

2026年5月21日

Contact

yunsio@yunsio.com

For real on-site execution, the final basis remains the actual hardware system, professional engineering team, and local regulatory requirements.

External-system version, licensing, network permissions, file compatibility, and site configuration affect the final result.

Large-project rendering depends on Unreal Engine project settings, asset scale, GPU performance, network environment, and site configuration.