ASuperLightBase & ASuperStageLight API Documentation
Document Version: 1.0
Applicable Version: SuperStage Plugin 2025/2026
Target Audience: Blueprint Developers / C++ Plugin Integration Developers (without source code modification permissions)
Last Updated: 2026-03
Table of Contents
- ASuperLightBase — Pan/Tilt Motion Control Layer
- ASuperStageLight — Full-function Moving Light
- FSuperColorChannel — Dynamic Color Mixing Channel
- FLightDefaultValue — Light Default Parameters
- Pan/Tilt Motion System Details
- Color System Details
- Usage Examples
- API Quick Reference
1. ASuperLightBase — Pan/Tilt Motion Control Layer
Header File: LightActor/SuperLightBase.h
Base Class: ASuperDmxActorBase
Export Macro: SUPERSTAGE_API
Provides basic horizontal (Pan) and vertical (Tilt) rotation control functionality. All moving light Actors with motion capability inherit from this class.
Inheritance Chain
AActor → ASuperBaseActor → ASuperDmxActorBase → ASuperLightBase ← This class
1.1 Component Structure
SceneBase (inherited from ASuperDmxActorBase)
└─ SceneRocker (Pan rotation axis, Yaw)
└─ SceneHard (Tilt rotation axis, Roll)
└─ Light head components (beam/model, created by subclasses)
| Component | Type | Category | Description |
|---|---|---|---|
SceneRocker |
USceneComponent* |
Z.Components |
Pan rotation axis, rotates on Yaw |
SceneHard |
USceneComponent* |
Z.Components |
Tilt rotation axis, rotates on Roll |
Rotation axis mapping: Pan →
SceneRocker.Yaw, Tilt →SceneHard.Roll. Other axes remain unchanged.
1.2 Default Parameters
| Property | Type | Default | Range | Description |
|---|---|---|---|---|
PanRange |
FVector2D |
(-270, 270) |
— | Pan angle mapping range (degrees) |
TiltRange |
FVector2D |
(-135, 135) |
— | Tilt angle mapping range (degrees) |
InfiniteRotationalSpeed |
float |
1.0 |
0.01-10 | Infinite rotation speed multiplier |
PanAngle |
float |
0 |
-180~180 | Manual Pan angle (degrees) |
TiltAngle |
float |
0 |
-180~180 | Manual Tilt angle (degrees) |
LiftSpeed |
float |
1.0 |
0-10 | Lift interpolation speed |
LiftRange |
float |
500.0 |
— | Lift range (cm) |
Pan/Tilt mapping formula:
Target Angle = Lerp(Range.X, Range.Y, DMX normalized value)
Example (default PanRange):
DMX = 0.0 → -270°
DMX = 0.5 → 0° (center)
DMX = 1.0 → +270°
1.3 Control Parameters
These properties are automatically updated by DMX functions and can also be manually adjusted in the Details panel. All values are [0, 1] normalized.
| Property | Type | Default | Description |
|---|---|---|---|
Pan |
float |
0.5 |
Current Pan normalized value |
Tilt |
float |
0.5 |
Current Tilt normalized value |
PTSpeed |
float |
5.0 |
Pan/Tilt interpolation speed (FInterpTo parameter) |
PanRot |
float |
0.5 |
Infinite Pan rotation control value |
TiltRot |
float |
0.5 |
Infinite Tilt rotation control value |
InPosZ |
float |
0.0 |
Lift position value |
1.4 Channel Switches
Channel switches control the visibility of corresponding control parameters in the Details panel. bChannelEdit = true must be enabled first for visibility.
| Switch | Default | Controlled Parameters |
|---|---|---|
bChannelEdit |
false |
Show/hide all channel switches |
bPan |
false |
Pan control parameters |
bTilt |
false |
Tilt control parameters |
bPTSpeed |
false |
PTSpeed control parameters |
bPanRot |
false |
PanRot control parameters |
bTiltRot |
false |
TiltRot control parameters |
bLampAngle |
false |
PanAngle/TiltAngle manual angles |
bYPolarRotation |
false |
InfiniteRotationalSpeed infinite rotation speed |
bInPosZ |
false |
InPosZ lift position |
1.5 Position Control Functions
YPan
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Position",
meta = (DisplayName = "Pan"))
void YPan(FSuperDMXAttribute DmxPan);
Control fixture horizontal rotation (Pan).
Behavior:
- Call
GetSuperDmxAttributeValue()to read normalized DMX value intoPan - Compute target angle:
Lerp(PanRange.X, PanRange.Y, Pan) - Use
FInterpToto smoothly interpolateCurrentPan(speed =PTSpeed) - Set
SceneRockerYaw rotation
Parameters:
| Parameter | Type | Description |
|---|---|---|
DmxPan |
FSuperDMXAttribute |
DMX attribute for Pan channel |
YTilt
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Position",
meta = (DisplayName = "Tilt"))
void YTilt(FSuperDMXAttribute DmxTilt);
Control fixture vertical rotation (Tilt).
Behavior: Symmetric with YPan, uses TiltRange mapping, sets SceneHard Roll rotation.
YPTSpeed
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Position",
meta = (DisplayName = "PTSpeed"))
void YPTSpeed(FSuperDMXAttribute DmxAttribute);
Dynamically adjust Pan/Tilt interpolation speed.
Behavior:
- Read DMX raw value (
GetSuperDmxAttributeValueNoConversion) - If fixture library defines sub-attributes (
SubAttribute), use physical range mapping - Otherwise normalize:
PTSpeed /= 255.0
Scope: All rotation functions using FInterpTo (YPan, YTilt, matrix Pan/Tilt)
1.6 Matrix Position Control
YMatrixPan
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Matrix",
meta = (DisplayName = "MatrixPan"))
void YMatrixPan(FSuperDMXAttribute DmxPan, TArray<USceneComponent*> MatrixHard);
Control Pan rotation of multiple light heads in matrix mode. Each head interpolates independently.
Parameters:
| Parameter | Type | Description |
|---|---|---|
DmxPan |
FSuperDMXAttribute |
Pan channel attribute (matrix mode reading) |
MatrixHard |
TArray<USceneComponent*> |
Light head component array (each element corresponds to one pixel) |
Behavior:
- Uses
GET_SUPER_DMX_MATRIX_VALUEmacro to iterate matrix data - Each light head uses
FInterpTosmooth interpolation to target angle - Automatically manages
CurrentMatrixPaninternal array size
YMatrixTilt
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Matrix",
meta = (DisplayName = "MatrixTilt"))
void YMatrixTilt(FSuperDMXAttribute DmxTilt, TArray<USceneComponent*> MatrixRocker);
Control Tilt rotation of multiple light heads in matrix mode. Symmetric with YMatrixPan.
1.7 Infinite Rotation Control
Infinite rotation supports four modes (defined by fixture library SubAttribute.RotationMode):
| RotationMode | Behavior |
|---|---|
Off |
Fall back to normal position control (YPan/YTilt) |
Stop |
Keep current angle frozen |
Position |
Start from current angle, offset rotate by physical range |
Infinite |
Continuous rotation, speed determined by physical range mapped value |
YPanRot
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Infinite",
meta = (DisplayName = "PanRot"))
void YPanRot(FSuperDMXAttribute DmxInfinity, FSuperDMXAttribute DmxPan);
Pan infinite rotation control.
Parameters:
| Parameter | Type | Description |
|---|---|---|
DmxInfinity |
FSuperDMXAttribute |
Infinite rotation control channel |
DmxPan |
FSuperDMXAttribute |
Pan position channel (used in Off mode) |
Behavior:
- Read
DmxInfinityraw value - Find corresponding sub-attribute’s
RotationMode - No sub-attribute or
Off→ callYPan(DmxPan)position control Stop→ do nothingPosition→ offset rotate from entry angleInfinite→SceneRocker->AddRelativeRotation(Speed * InfiniteRotationalSpeed)
YTiltRot
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Infinite",
meta = (DisplayName = "TiltRot"))
void YTiltRot(FSuperDMXAttribute DmxInfinity, FSuperDMXAttribute DmxTilt);
Tilt infinite rotation control. Symmetric with YPanRot.
1.8 Matrix Infinite Rotation Control
YMatrixPanRot / YMatrixTiltRot
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Infinite",
meta = (DisplayName = "MatrixPanRot"))
void YMatrixPanRot(FSuperDMXAttribute DmxInfinity, FSuperDMXAttribute DmxPan,
TArray<USceneComponent*> MatrixRocker);
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Infinite",
meta = (DisplayName = "MatrixTiltRot"))
void YMatrixTiltRot(FSuperDMXAttribute DmxInfinity, FSuperDMXAttribute DmxTilt,
TArray<USceneComponent*> MatrixHard);
Infinite rotation control in matrix mode. Each light head independently determines RotationMode and executes.
1.9 Auxiliary Control
YLampAngle
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Angle",
meta = (DisplayName = "LampAngle"))
void YLampAngle();
Set SceneRocker/SceneHard to PanAngle/TiltAngle fixed angles. Used for manual fixture positioning (non-DMX control).
SetLiftZ
UFUNCTION(BlueprintCallable, Category = "A.Yunsio|Base|Lift",
meta = (DisplayName = "SetLiftZ"))
void SetLiftZ(USuperLiftComponent* NewSuperLift, FSuperDMXAttribute DmxLiftZ);
Control fixture lift.
Parameters:
| Parameter | Type | Description |
|---|---|---|
NewSuperLift |
USuperLiftComponent* |
Lift component reference |
DmxLiftZ |
FSuperDMXAttribute |
DMX attribute for lift channel |
2. ASuperStageLight — Full-function Moving Light
Header File: LightActor/SuperStageLight.h
Base Class: ASuperLightBase
Export Macro: SUPERSTAGE_API
Complete moving light implementation class, covering beam, color, gobo, prism, cutting, effect, and matrix control. Suitable for professional moving lights from brands such as Martin, Robe, ClayPaky, etc.
Inheritance Chain
AActor → ASuperBaseActor → ASuperDmxActorBase → ASuperLightBase → ASuperStageLight ← This class
2.1 Component Structure
SceneBase
├─ SM_Hook (UStaticMeshComponent, hook)
├─ SM_Base (UStaticMeshComponent, base)
└─ SceneRocker (Pan axis)
├─ SM_Rocker (UStaticMeshComponent, arm)
└─ SceneHard (Tilt axis)
├─ SM_Hard (UStaticMeshComponent, head)
├─ SuperLighting (USuperLightingComponent, main light source)
├─ SuperLightingArray[] (USuperLightingComponent[], matrix light sources)
├─ SuperEffect (USuperEffectComponent, effect light source)
├─ SuperEffectArray[] (USuperEffectComponent[], effect matrix)
├─ SpotLighting (USuperSpotComponent, Spot fill light)
└─ SuperSpotArray[] (USuperSpotComponent[], Spot matrix)
Note:
SuperLighting,SuperLightingArray,SuperEffect,SuperEffectArray,SpotLighting,SuperSpotArrayare allTransient, set by calling initialization functions in the BlueprintSuperDMXTick.
2.2 Default Parameters
| Property | Type | Category | Description |
|---|---|---|---|
LightDefaultValue |
FLightDefaultValue |
B.DefaultParameter |
Light default parameter collection |
bHookVisibility |
bool |
F.Preview |
Hook model display toggle |
bModelVisibility |
bool |
F.Preview |
Fixture model display toggle |
2.3 Control Parameters
All control parameters support Interp (Sequencer animation). Parameters with EditCondition are only displayed when the corresponding channel switch is enabled.
Basic Parameters
| Property | Type | Default | Range | Description |
|---|---|---|---|---|
Dimmer |
float |
1.0 |
0-1 | Intensity (0=off, 1=full) |
Strobe |
float |
1.0 |
0-1 | Strobe speed |
Zoom |
float |
0.0 |
0-1 | Beam angle/spot size |
Focus |
float |
0.0 |
0-1 | Focus |
Frost |
float |
0.0 |
0-1 | Frost effect intensity |
Iris |
float |
1.0 |
0-1 | Iris size (1=fully open, 0=fully closed) |
Color Parameters
| Property | Type | Default | Description |
|---|---|---|---|
Color |
FLinearColor |
(1,1,1) |
RGB color |
ColorWheel |
float |
0 |
Color wheel position (0-255) |
ColorTemperature |
float |
0 |
Color temperature control value |
Cool |
float |
0 |
Cool light channel |
Warm |
float |
0 |
Warm light channel |
Gobo/Prism Parameters
| Property | Type | Default | Range | Description |
|---|---|---|---|---|
Gobo1 |
float |
0 |
0-255 | Gobo wheel 1 selection |
Gobo2 |
float |
0 |
0-255 | Gobo wheel 2 selection |
Gobo_Rot |
float |
0 |
0-255 | Gobo rotation |
Prism1 |
float |
0 |
0-255 | Prism 1 selection |
Prism2 |
float |
0 |
0-255 | Prism 2 selection |
Prism_Rot |
float |
0 |
0-255 | Prism rotation |
Cutting Parameters
| Property | Description |
|---|---|
A1, B1 |
Blade pair 1 (0-1) |
A2, B2 |
Blade pair 2 |
A3, B3 |
Blade pair 3 |
A4, B4 |
Blade pair 4 |
ShaperRot |
Cutting system rotation (0-1) |
Effect Parameters
| Property | Type | Default | Description |
|---|---|---|---|
EffectDimmer |
float |
0 |
Effect layer intensity |
EffectStrobe |
float |
0 |
Effect layer strobe |
EffectValue |
float |
0 |
Effect selection (0-255, LUT lookup) |
EffectColor |
FLinearColor |
(1,1,1) |
Effect layer color |
2.4 Channel Switches
| Switch | Function |
|---|---|
bDimmer |
Intensity channel |
bStrobe |
Strobe channel |
bZoom |
Zoom channel |
bFocus |
Focus channel |
bFrost |
Frost channel |
bIris |
Iris channel |
bColor |
RGB color channels |
bColorWheel |
Color wheel channel |
bColorTemperature |
Color temperature channel |
bCoolWarmMix |
Cool-warm mix channel |
bGobo1 / bGobo2 |
Gobo wheel 1/2 channels |
bGobo_Rot |
Gobo rotation channel |
bPrism1 / bPrism2 / bPrism3 |
Prism 1/2/3 channels |
bPrism_Rot |
Prism rotation channel |
bEffect |
Effect channel |
bCuttingChannel |
Cutting channel |
bPositionZ |
Lift channel |
bYRotation |
Rotation channel |
2.5 Initialization Functions
Call in the first frame of the SuperDMXTick event to set component defaults.
SetLightingDefaultValue
UFUNCTION(BlueprintCallable, Category="A.Yunsio|1.Lighting|1.Init",
meta = (DisplayName = "SetLightingDefaultValue"))
void SetLightingDefaultValue(USuperLightingComponent* NewSuperLighting);
Initialize default parameters for a single main light source component (max intensity, distance, volumetric fog, shadows, etc.).
Parameter: NewSuperLighting — Main light source component reference (drag component reference in Blueprint)
SetLightingMatrixDefaultValue
UFUNCTION(BlueprintCallable, Category="A.Yunsio|1.Lighting|1.Init",
meta = (DisplayName = "SetLightingMatrixDefaultValue"))
void SetLightingMatrixDefaultValue(TArray<USuperLightingComponent*> NewSuperLightingArray);
Initialize matrix mode light source component array.
SetLightingDefaultTexture / SetLightingDefaultTextureMatrix
void SetLightingDefaultTexture(UTexture2D* NewTexture);
void SetLightingDefaultTextureMatrix(UTexture2D* NewTexture);
Set default Gobo texture (default pattern when no gobo wheel selection).
2.6 Intensity Control
SetLightingIntensity
UFUNCTION(BlueprintCallable, Category="A.Yunsio|1.Lighting|2.Dimmer",
meta = (DisplayName = "SetLightingIntensity"))
void SetLightingIntensity(FSuperDMXAttribute DmxAttribute);
Set main light source intensity via DMX.
Behavior:
- Read DMX normalized value →
Dimmer - Apply intensity curve:
pow(Dimmer, DimmerCurveExponent) - Call
SuperLighting->SetLightingIntensity()
SetLightingIntensityMatrix
UFUNCTION(BlueprintCallable, Category="A.Yunsio|1.Lighting|2.Dimmer",
meta = (DisplayName = "SetLightingIntensityMatrix"))
void SetLightingIntensityMatrix(FSuperDMXAttribute DmxAttribute);
Matrix mode intensity control, each pixel independent.
2.7 Strobe Control
SetLightingStrobe / SetLightingStrobeMatrix
void SetLightingStrobe(FSuperDMXAttribute DmxAttribute);
void SetLightingStrobeMatrix(FSuperDMXAttribute DmxAttribute);
Strobe control. Supports strobe modes defined by the sub-attribute system:
| Strobe Mode | Description |
|---|---|
| Open | Always on (no strobe) |
| Strobe | Standard strobe |
| Pulse | Pulse strobe |
| Random | Random strobe |
| Close | Always off |
2.8 Color Control
ASuperStageLight provides multiple color control schemes, covering the color systems of all mainstream fixtures.
RGB Direct Control
// Single light
void SetLightingColorRGB(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB);
// Matrix
void SetLightingColorRGBMatrix(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB);
Three-channel independent RGB color control. Each channel [0, 1] normalized.
RGBW Mixing
// Single light
void SetLightingColorRGBW(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DMXAttW);
// Matrix
void SetLightingColorRGBWMatrix(...);
// RGBW + CTO
void SetLightingColorRGBWWithCTO(..., FSuperDMXAttribute DmxCTO,
float CoolTemperature = 6500.f, float WarmTemperature = 3200.f);
void SetLightingColorRGBWMatrixWithCTO(...);
RGBW four-channel color mixing. White channel added to RGB. Optional CTO (Color Temperature Orange) channel adjustment.
HSV Color
// Hue/Saturation/Value
void SetLightingColorHSV(FSuperDMXAttribute DMXAttH, FSuperDMXAttribute DMXAttS,
FSuperDMXAttribute DMXAttV);
void SetLightingColorHSVMatrix(...);
// Hue/Saturation (value controlled by Dimmer channel)
void SetLightingColorHS(FSuperDMXAttribute DMXAttH, FSuperDMXAttribute DMXAttS);
void SetLightingColorHSMatrix(...);
// HS + CTO
void SetLightingColorHSAndCTO(FSuperDMXAttribute DMXAttH, FSuperDMXAttribute DMXAttS,
FSuperDMXAttribute DMXAttCTO, float WarmTemperature = 2700.f, float CoolTemperature = 6500.f);
HSV color space control. In SetLightingColorHS variant, V (value) is independently controlled by the Dimmer channel.
Color Wheel
// Single color wheel
void SetLightingColorWheel(FSuperDMXAttribute DmxAttribute, UTexture2D* ColorAtlas = nullptr);
// Color wheel + CMY
void SetLightingColorWheelAndCMY(FSuperDMXAttribute DmxAttribute,
FSuperDMXAttribute DMXAttC, FSuperDMXAttribute DMXAttM, FSuperDMXAttribute DMXAttY,
UTexture2D* ColorAtlas = nullptr);
// Dual color wheel
void SetLightingColorWheel2(FSuperDMXAttribute DmxAttribute1, FSuperDMXAttribute DmxAttribute2,
UTexture2D* ColorAtlas1 = nullptr, UTexture2D* ColorAtlas2 = nullptr);
// Triple color wheel
void SetLightingColorWheel3(...);
// Dual color wheel + CMY
void SetLightingColorWheel2AndCMY(...);
// Dual color wheel + CMY + CTO
void SetLightingColorWheel2AndCMYAndCTO(..., FSuperDMXAttribute DMXAttCTO,
float WarmTemperature = 2700.f, float CoolTemperature = 6500.f, ...);
// Triple color wheel + CMY
void SetLightingColorWheel3AndCMY(...);
Color wheel uses ColorWheelModel lookup table defined in fixture library, supporting:
- Static color: DMX value in
StaticColorRangerange → select preset color - Flow: DMX value in
FlowRangerange → color auto-cycle - White: DMX value in
WhiteRangerange → white
ColorAtlas is an optional color atlas texture that, when passed, synchronously updates the color texture parameter in the beam material.
Color Temperature Control
// Single channel color temperature
void SetLightingColorTemperature(FSuperDMXAttribute DmxAttribute,
float WarmTemperature = 1700.0f, float CoolTemperature = 12000.0f);
// Cool-Warm dual channel mixing
void SetLightingCoolWarmMix(FSuperDMXAttribute DmxCool, FSuperDMXAttribute DmxWarm,
float CoolTemperature = 6500.0f, float WarmTemperature = 3200.0f);
Single channel color temperature: DMX [0, 1] → Lerp(WarmTemperature, CoolTemperature) → Kelvin color temperature → color
Cool-Warm mixing: Two independent channels respectively control cool and warm light intensity, mixed output.
Dynamic Multi-channel Color Mixing
// Arbitrary channel combination mixing
void SetLightingColorMix(const TArray<FSuperColorChannel>& ColorChannels);
void SetLightingColorMixMatrix(const TArray<FSuperColorChannel>& ColorChannels);
// Multi-channel mixing + CTO
void SetLightingColorMixWithCTO(const TArray<FSuperColorChannel>& ColorChannels,
FSuperDMXAttribute DmxCTO, float CoolTemperature = 6500.f, float WarmTemperature = 3200.f);
void SetLightingColorMixMatrixWithCTO(...);
Supports RGBW/RGBA/RGBL/RGBLAM and any other color channel combinations.
Color mixing algorithm: FinalColor = Σ(DMX_Value[i] × ChannelColor[i]), final Clamp to [0, 1].
Parameter: ColorChannels — FSuperColorChannel array, each element contains DMX attribute and corresponding color.
2.9 Optical Control
SetLightingZoom / SetLightingZoomMatrix
void SetLightingZoom(FSuperDMXAttribute DmxAttribute);
void SetLightingZoomMatrix(FSuperDMXAttribute DmxAttribute);
Control beam angle/spot size. Also triggers beam occlusion distance update.
SetLightingFrost
void SetLightingFrost(FSuperDMXAttribute DmxAttribute);
Control frost effect. [0, 1], 0 = no frost, 1 = full frost.
SetLightingIris
void SetLightingIris(FSuperDMXAttribute DmxAttribute);
Control iris size. [0, 1], 0 = fully closed (minimum spot), 1 = fully open.
UpdateBeamOcclusion
void UpdateBeamOcclusion();
Independently update beam occlusion distance (not dependent on Zoom channel). Internally throttled at 30fps to avoid per-frame ray detection performance overhead.
2.10 Gobo Wheel Control
SetBeamGobo1 / SetBeamGobo2 / SetBeamGobo3
// Single gobo wheel
void SetBeamGobo1(FSuperDMXAttribute DmxGobo1, FSuperDMXAttribute DmxGobo1Rot,
UTexture2D* Gobo1Atlas = nullptr);
// Dual gobo wheel
void SetBeamGobo2(FSuperDMXAttribute DmxGobo1, FSuperDMXAttribute DmxGobo1Rot,
FSuperDMXAttribute DmxGobo2, FSuperDMXAttribute DmxGobo2Rot,
UTexture2D* Gobo1Atlas = nullptr, UTexture2D* Gobo2Atlas = nullptr);
// Triple gobo wheel
void SetBeamGobo3(..., FSuperDMXAttribute DmxGobo3, FSuperDMXAttribute DmxGobo3Rot,
..., UTexture2D* Gobo3Atlas = nullptr);
Parameters:
| Parameter | Description |
|---|---|
DmxGoboN |
Gobo wheel N selection channel |
DmxGoboNRot |
Gobo wheel N rotation channel |
GoboNAtlas |
Gobo atlas texture (optional) |
Rotation modes:
- DMX
[0, 127]→ Static angle - DMX
[128, 255]→ Infinite rotation (speed mapped)
SetBeamFocus
void SetBeamFocus(FSuperDMXAttribute DmxFocus);
Focus control. Affects the Focus parameter of the beam material.
2.11 Prism Control
SetBeamPrism
void SetBeamPrism(
FSuperDMXAttribute DmxPrism1,
FSuperDMXAttribute DmxPrism2,
FSuperDMXAttribute DmxPrismRot,
USuperPrismPreset* InPrismPreset = nullptr);
Dual prism control (with rotation).
| Parameter | Description |
|---|---|
DmxPrism1 |
First prism selection channel |
DmxPrism2 |
Second prism selection channel (pass empty FSuperDMXAttribute if none) |
DmxPrismRot |
Prism rotation channel |
InPrismPreset |
Prism preset data asset (USuperPrismPreset*), optional, fixture library selects layer index from preset via PrismSelection |
Priority: Prism1 > Prism2, if corresponding PrismSelection == None, prism is turned off.
2.12 Cutting Control
SetBeamCutting
void SetBeamCutting(
FSuperDMXAttribute DmxA1, FSuperDMXAttribute DmxB1,
FSuperDMXAttribute DmxA2, FSuperDMXAttribute DmxB2,
FSuperDMXAttribute DmxA3, FSuperDMXAttribute DmxB3,
FSuperDMXAttribute DmxA4, FSuperDMXAttribute DmxB4);
Four-blade cutting control (8 channels).
Blade mapping (distinguished by blade pair direction, A/B in same pair share same range):
- Blade pair 1 (A1,B1) and blade pair 3 (A3,B3): DMX
[0, 1]→[0, 0.4] - Blade pair 2 (A2,B2) and blade pair 4 (A4,B4): DMX
[0, 1]→[1, 0.6]
SetBeamCuttingRotate
void SetBeamCuttingRotate(FSuperDMXAttribute DmxShaperRot, FSuperDMXAttribute DmxGoboRot);
Cutting system overall rotation.
Rotation overlay: ShaperRot[-45°, 45°] + GoboRot[0°, 360°]
2.13 Effect Control
Initialization
void SetEffectDefaultValue(USuperEffectComponent* NewSuperEffect);
void SetEffectMatrixDefaultValue(TArray<USuperEffectComponent*> NewSuperEffectArray);
Initialize effect light source components.
Effect Intensity / Strobe / Color
void SetEffectIntensity(FSuperDMXAttribute DmxAttribute);
void SetEffectStrobe(FSuperDMXAttribute DmxAttribute);
void SetEffectColor(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB);
void SetEffectColorMatrix(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB);
Independent intensity, strobe, and color control for the effect layer.
Effect Selection (LUT)
// Effect selection (single channel, effect+speed+width determined by LUT lookup)
void SetEffect(FSuperDMXAttribute DmxAttribute);
void SetEffectMatrix(FSuperDMXAttribute DmxAttribute);
// Effect + speed separate control
void SetEffectWithSpeed(FSuperDMXAttribute DmxEffect, FSuperDMXAttribute DmxSpeed);
void SetEffectMatrixWithSpeed(FSuperDMXAttribute DmxEffect, FSuperDMXAttribute DmxSpeed);
LUT system: DMX [0, 255] → lookup GetEffectLUT() → returns {Effect, Speed, Width} triplet. Built-in dirty value detection, no redundant setting when value unchanged.
2.14 Matrix Component Control
Matrix components (USuperMatrixComponent) are used for pixel-level control of LED matrix lights.
Initialization and Color
// Initialize (RGB + Dimmer)
void SetMatrixComponent(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DmxAttribute,
USuperMatrixComponent* NewSuperMatrix);
// White control
void SetMatrixWhiteSingle(FSuperDMXAttribute DmxAttribute, int32 Index,
USuperMatrixComponent* NewSuperMatrix);
void SetMatrixWhiteMultiple(FSuperDMXAttribute DmxAttribute,
USuperMatrixComponent* NewSuperMatrix);
// Strobe
void SetMatrixStrobe(FSuperDMXAttribute DmxAttribute, USuperMatrixComponent* NewSuperMatrix);
// Intensity
void SetMatrixIntensity(FSuperDMXAttribute DmxAttribute, USuperMatrixComponent* NewSuperMatrix);
// RGB Color
void SetMatrixColorSingle(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, int32 Index, USuperMatrixComponent* NewSuperMatrix);
void SetMatrixColorMultiple(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, USuperMatrixComponent* NewSuperMatrix);
Single vs Multiple:
Single: Control a single pixel using specifiedIndexMultiple: Use matrix reading, automatically iterate through all pixels
Matrix Extended Color Control
// Cool-Warm mix (single/multi point)
void SetMatrixCoolWarmMixSingle(FSuperDMXAttribute DmxCool, FSuperDMXAttribute DmxWarm,
float CoolTemperature, float WarmTemperature, int32 Index, USuperMatrixComponent* NewSuperMatrix);
void SetMatrixCoolWarmMixMultiple(FSuperDMXAttribute DmxCool, FSuperDMXAttribute DmxWarm,
float CoolTemperature, float WarmTemperature, USuperMatrixComponent* NewSuperMatrix);
// Multi-channel color mixing
void SetMatrixColorMix(const TArray<FSuperColorChannel>& ColorChannels, USuperMatrixComponent* NewSuperMatrix);
// RGB + CTO (single/multi point)
void SetMatrixColorRGBWithCTOSingle(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DmxCTO,
float CoolTemperature, float WarmTemperature, int32 Index, USuperMatrixComponent* NewSuperMatrix);
void SetMatrixColorRGBWithCTOMultiple(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DmxCTO,
float CoolTemperature, float WarmTemperature, USuperMatrixComponent* NewSuperMatrix);
// RGBW (single/multi point)
void SetMatrixColorRGBWSingle(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DMXAttW,
int32 Index, USuperMatrixComponent* NewSuperMatrix);
void SetMatrixColorRGBWMultiple(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DMXAttW, USuperMatrixComponent* NewSuperMatrix);
// RGBW + CTO (single/multi point)
void SetMatrixColorRGBWWithCTOSingle(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DMXAttW, FSuperDMXAttribute DmxCTO,
float CoolTemperature, float WarmTemperature, int32 Index, USuperMatrixComponent* NewSuperMatrix);
void SetMatrixColorRGBWWithCTOMultiple(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DMXAttW, FSuperDMXAttribute DmxCTO,
float CoolTemperature, float WarmTemperature, USuperMatrixComponent* NewSuperMatrix);
// RGB + CoolWarm (single/multi point)
void SetMatrixColorRGBWithCoolWarmSingle(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DmxCool, FSuperDMXAttribute DmxWarm,
float CoolTemperature, float WarmTemperature, int32 Index, USuperMatrixComponent* NewSuperMatrix);
void SetMatrixColorRGBWithCoolWarmMultiple(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DmxCool, FSuperDMXAttribute DmxWarm,
float CoolTemperature, float WarmTemperature, USuperMatrixComponent* NewSuperMatrix);
// RGBW + CoolWarm (single/multi point)
void SetMatrixColorRGBWWithCoolWarmSingle(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DMXAttW, FSuperDMXAttribute DmxCool,
FSuperDMXAttribute DmxWarm, float CoolTemperature, float WarmTemperature,
int32 Index, USuperMatrixComponent* NewSuperMatrix);
void SetMatrixColorRGBWWithCoolWarmMultiple(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB, FSuperDMXAttribute DMXAttW, FSuperDMXAttribute DmxCool,
FSuperDMXAttribute DmxWarm, float CoolTemperature, float WarmTemperature,
USuperMatrixComponent* NewSuperMatrix);
2.15 Spot Fill Light Control
Spot fill light (USuperSpotComponent) is a SpotLight component separate from the main light source, used for supplementary lighting effects.
Initialization
void SetSpotDefaultValue(USuperSpotComponent* NewSuperSpot);
void SetSpotMatrixDefaultValue(TArray<USuperSpotComponent*> NewSuperSpotArray);
Intensity / Strobe
void SetSpotIntensity(FSuperDMXAttribute DmxAttribute);
void SetSpotIntensityMatrix(FSuperDMXAttribute DmxAttribute);
void SetSpotStrobe(FSuperDMXAttribute DmxAttribute);
void SetSpotStrobeMatrix(FSuperDMXAttribute DmxAttribute);
Color
// RGB
void SetSpotColorRGB(FSuperDMXAttribute DMXAttR, FSuperDMXAttribute DMXAttG,
FSuperDMXAttribute DMXAttB);
void SetSpotColorRGBMatrix(...);
// RGBW
void SetSpotColorRGBW(..., FSuperDMXAttribute DMXAttW);
void SetSpotColorRGBWMatrix(...);
// Cool-Warm mix
void SetSpotCoolWarmMix(FSuperDMXAttribute DmxCool, FSuperDMXAttribute DmxWarm,
float CoolTemperature = 6500.f, float WarmTemperature = 3200.f);
void SetSpotCoolWarmMixMatrix(...);
// RGBW + Cool-Warm mix
void SetSpotColorRGBWWithCoolWarmMix(...);
void SetSpotColorRGBWWithCoolWarmMixMatrix(...);
// Color temperature matrix
void SetSpotColorTemperatureMatrix(FSuperDMXAttribute DmxAttribute,
float WarmTemperature = 1700.0f, float CoolTemperature = 12000.0f);
Optics
void SetSpotZoom(FSuperDMXAttribute DmxAttribute);
void SetSpotZoomMatrix(FSuperDMXAttribute DmxAttribute);
void SetSpotFrost(FSuperDMXAttribute DmxAttribute);
void SetSpotFrostMatrix(FSuperDMXAttribute DmxAttribute);
3. FSuperColorChannel — Dynamic Color Mixing Channel
Header File: LightActor/SuperStageLight.h
USTRUCT(BlueprintType)
struct FSuperColorChannel
Used for color channel definition in SetLightingColorMix series functions.
| Property | Type | Default | Description |
|---|---|---|---|
DmxAttribute |
FSuperDMXAttribute |
— | DMX attribute (channel value 0-1) |
ChannelColor |
FLinearColor |
White |
Color corresponding to this channel |
Usage example (Blueprint pseudocode):
ColorChannels = [
{ DmxAttribute = Red_channel, ChannelColor = (1,0,0) }, // Red
{ DmxAttribute = Green_channel, ChannelColor = (0,1,0) }, // Green
{ DmxAttribute = Blue_channel, ChannelColor = (0,0,1) }, // Blue
{ DmxAttribute = White_channel, ChannelColor = (1,1,1) }, // White
{ DmxAttribute = Amber_channel, ChannelColor = (1,0.75,0) }, // Amber
{ DmxAttribute = Lime_channel, ChannelColor = (0.5,1,0) }, // Lime
]
SetLightingColorMix(ColorChannels)
4. FLightDefaultValue — Light Default Parameters
Header File: LightActor/SuperLightTypes.h
USTRUCT(BlueprintType)
struct FLightDefaultValue
Top-level Properties
| Property | Type | Default | Description |
|---|---|---|---|
MaxLightIntensity |
float |
100.0 |
Maximum intensity (%), ≥1 |
LensIntensity |
float |
1.0 |
Lens intensity multiplier |
MaxLightDistance |
float |
2345.0 |
Maximum light distance (cm), ≥100 |
LightSpotDefaultValue |
FLightSpotDefaultValue |
— | Spot parameters |
BeamDefaultValue |
FBeamDefaultValue |
— | Beam parameters |
FLightSpotDefaultValue
| Property | Type | Default | Range | Description |
|---|---|---|---|---|
LightSpotIntensity |
float |
100.0 |
≥0 | Spot intensity (%) |
VolumetricScattering |
float |
0.0 |
0-100 | Volumetric fog intensity (%) |
bLightShadow |
bool |
false |
— | Shadow toggle |
bLightingChannel0/1/2 |
bool |
true/false/false |
— | Lighting channels |
bAffectTransmission |
bool |
true |
— | Affect transmission |
SpecularScale |
float |
1.0 |
0-1 | Specular scale |
SourceRadius |
float |
0.0 |
≥0 | Soft shadow radius |
FBeamDefaultValue
| Property | Type | Default | Range | Description |
|---|---|---|---|---|
BeamIntensity |
float |
1.0 |
≥0 | Beam intensity |
AtmosphericDensity |
float |
0.03 |
0-1 | Atmospheric attenuation density |
BeamFogIntensity |
float |
20.0 |
0-100 | Beam fog intensity (%) |
AtmosBeamFogSpeed |
float |
10.0 |
0-100 | Beam fog flow speed (%) |
LensRadius |
float |
10.0 |
1-100 | Lens size (%) |
BeamQuality |
float |
75.0 |
0-100 | Beam render quality (%) |
bBeamBlock |
bool |
false |
— | Beam occlusion toggle |
5. Pan/Tilt Motion System Details
Motion Flow
DMX data → GetSuperDmxAttributeValue → Normalized [0,1]
↓
Lerp(Range.X, Range.Y, DMX value) → Target angle (degrees)
↓
FInterpTo(Current, Target, DeltaTime, PTSpeed) → Smooth angle
↓
SetRelativeRotation → Update component rotation
Interpolation Behavior
- PTSpeed = 0: Extremely slow response (almost no movement)
- PTSpeed = 5: Default speed, reaches target in about 0.5-1 seconds
- PTSpeed = 10+: Fast response, near instantaneous
Infinite Rotation Flow
DMX data → GetSuperDmxAttributeValueNoConversion → Raw value 0-255
↓
FindSubAttribute(RawValue) → RotationMode determination
↓
├─ Off → Fallback to YPan/YTilt position control
├─ Stop → Keep current angle
├─ Position → Offset rotate from start angle (using FInterpTo)
└─ Infinite → GetMappedPhysical → Speed × InfiniteRotationalSpeed
↓
AddRelativeRotation → Accumulate rotation per frame
Matrix vs Single Light Mode
| Feature | Single Light Mode | Matrix Mode |
|---|---|---|
| Function | YPan/YTilt |
YMatrixPan/YMatrixTilt |
| Target component | SceneRocker/SceneHard |
Passed MatrixHard[]/MatrixRocker[] |
| Interpolation state | CurrentPan/CurrentTilt |
CurrentMatrixPan[]/CurrentMatrixTilt[] |
| DMX reading | Single value | GET_SUPER_DMX_MATRIX_VALUE batch read |
6. Color System Details
Color Control Selection Guide
| Fixture Type | Recommended Function |
|---|---|
| Pure RGB LED | SetLightingColorRGB |
| RGBW LED | SetLightingColorRGBW |
| RGBW + CTO | SetLightingColorRGBWWithCTO |
| RGBALWM etc. multi-color | SetLightingColorMix |
| Traditional light with color wheel | SetLightingColorWheel |
| Color wheel + CMY | SetLightingColorWheelAndCMY |
| Dual color wheel + CMY | SetLightingColorWheel2AndCMY |
| Dual color wheel + CMY + CTO | SetLightingColorWheel2AndCMYAndCTO |
| Triple color wheel + CMY | SetLightingColorWheel3AndCMY |
| Pure color temperature light | SetLightingColorTemperature |
| Cool-Warm dual color temperature | SetLightingCoolWarmMix |
| HSV control | SetLightingColorHSV |
| HS (intensity follows Dimmer) | SetLightingColorHS |
CMY Mixing Principle
CMY (Cyan/Magenta/Yellow) is a subtractive color mixing system, physically realized through filter transmission:
FinalColor = BaseColor × (1 - Cyan) × (1 - Magenta) × (1 - Yellow)
C = 1, M = 0, Y = 0→ Red absorbed → CyanC = 0, M = 1, Y = 0→ Green absorbed → MagentaC = 1, M = 1, Y = 0→ Red+Green absorbed → Blue
CTO (Color Temperature Orange)
CTO channel adjusts overall color temperature:
CTO = 0 → No filter (CoolTemperature, default 6500K or higher)
CTO = 1 → Full orange filter (WarmTemperature, default 2700K-3200K)
7. Usage Examples
7.1 Typical Blueprint Usage — Complete Moving Light Control
Connect the following nodes in the SuperDMXTick event:
Event SuperDMXTick
│
├─ SetLightingDefaultValue(SuperLighting) // First frame initialization
│
├─ YPan(DmxPan) // Pan control
├─ YTilt(DmxTilt) // Tilt control
├─ YPTSpeed(DmxPTSpeed) // PT speed
│
├─ SetLightingIntensity(DmxDimmer) // Intensity
├─ SetLightingStrobe(DmxStrobe) // Strobe
│
├─ SetLightingColorRGB(DmxR, DmxG, DmxB) // RGB color
├─ SetLightingZoom(DmxZoom) // Zoom
├─ SetLightingFrost(DmxFrost) // Frost
│
├─ SetBeamGobo1(DmxGobo1, DmxGobo1Rot) // Gobo wheel
├─ SetBeamPrism(DmxPrism1, DmxPrism2, DmxPrismRot, PrismPreset) // Prism
│
└─ SetBeamCutting(A1,B1, A2,B2, A3,B3, A4,B4) // Cutting
7.2 Blueprint — Matrix LED Light
Event SuperDMXTick
│
├─ SetLightingMatrixDefaultValue(LightingArray)
├─ SetLightingIntensityMatrix(DmxDimmer)
├─ SetLightingColorRGBMatrix(DmxR, DmxG, DmxB)
├─ SetLightingZoomMatrix(DmxZoom)
└─ YMatrixTilt(DmxTilt, MatrixHardArray)
7.3 Blueprint — RGBW + CTO Fixture
Event SuperDMXTick
│
├─ SetLightingDefaultValue(SuperLighting)
├─ SetLightingIntensity(DmxDimmer)
└─ SetLightingColorRGBWWithCTO(DmxR, DmxG, DmxB, DmxW, DmxCTO,
CoolTemp=6500, WarmTemp=3200)
7.4 Blueprint — Multi-color LED (RGBALWM)
// Build ColorChannels array
ColorChannels = MakeArray(
FSuperColorChannel(DmxR, Red),
FSuperColorChannel(DmxG, Green),
FSuperColorChannel(DmxB, Blue),
FSuperColorChannel(DmxAmber, (1, 0.75, 0)),
FSuperColorChannel(DmxLime, (0.5, 1, 0)),
FSuperColorChannel(DmxWhite, White),
FSuperColorChannel(DmxMint, (0.6, 1, 0.8))
)
Event SuperDMXTick
│
├─ SetLightingDefaultValue(SuperLighting)
├─ SetLightingIntensity(DmxDimmer)
└─ SetLightingColorMix(ColorChannels)
7.5 C++ Plugin — Creating Custom Fixtures
#include "LightActor/SuperStageLight.h"
// In your custom Actor or Controller:
void AMyLightController::UpdateLight(ASuperStageLight* Light, float DeltaTime)
{
if (!Light) return;
// Can directly set control parameters (without DMX)
Light->Dimmer = 0.8f;
Light->Color = FLinearColor(1.0f, 0.5f, 0.2f);
Light->Zoom = 0.3f;
// Or read via DMX attributes
FSuperDMXAttribute DimmerAttr;
DimmerAttr.InstanceIndex = 0;
DimmerAttr.AttribName = FName("Dimmer");
DimmerAttr.DMXChannelType = EDMXChannelType::Conarse;
Light->SetLightingIntensity(DimmerAttr);
}
8. API Quick Reference
ASuperLightBase — Position Control
| Function | Category | Description |
|---|---|---|
YPan(DmxPan) |
Position | Pan horizontal rotation |
YTilt(DmxTilt) |
Position | Tilt vertical rotation |
YPTSpeed(DmxAttr) |
Position | PT speed |
YMatrixPan(DmxPan, Array) |
Matrix | Matrix Pan |
YMatrixTilt(DmxTilt, Array) |
Matrix | Matrix Tilt |
YPanRot(DmxInf, DmxPan) |
Infinite | Pan infinite rotation |
YTiltRot(DmxInf, DmxTilt) |
Infinite | Tilt infinite rotation |
YMatrixPanRot(DmxInf, DmxPan, Array) |
Infinite | Matrix Pan infinite |
YMatrixTiltRot(DmxInf, DmxTilt, Array) |
Infinite | Matrix Tilt infinite |
YLampAngle() |
Angle | Manual angle |
SetLiftZ(Lift, DmxZ) |
Lift | Lift control |
ASuperStageLight — Initialization
| Function | Description |
|---|---|
SetLightingDefaultValue(Comp) |
Main light source initialization |
SetLightingMatrixDefaultValue(Array) |
Matrix light source initialization |
SetLightingDefaultTexture(Tex) |
Default Gobo |
SetEffectDefaultValue(Comp) |
Effect initialization |
SetEffectMatrixDefaultValue(Array) |
Effect matrix initialization |
SetSpotDefaultValue(Comp) |
Spot fill light initialization |
SetSpotMatrixDefaultValue(Array) |
Spot matrix initialization |
ASuperStageLight — Intensity / Strobe
| Function | Single Light | Matrix |
|---|---|---|
| Intensity | SetLightingIntensity |
SetLightingIntensityMatrix |
| Strobe | SetLightingStrobe |
SetLightingStrobeMatrix |
| Effect Intensity | SetEffectIntensity |
— |
| Effect Strobe | SetEffectStrobe |
— |
| Spot Intensity | SetSpotIntensity |
SetSpotIntensityMatrix |
| Spot Strobe | SetSpotStrobe |
SetSpotStrobeMatrix |
ASuperStageLight — Color
| Color Mode | Single Light Function | Matrix Function |
|---|---|---|
| RGB | SetLightingColorRGB |
SetLightingColorRGBMatrix |
| RGBW | SetLightingColorRGBW |
SetLightingColorRGBWMatrix |
| RGBW+CTO | SetLightingColorRGBWWithCTO |
SetLightingColorRGBWMatrixWithCTO |
| HSV | SetLightingColorHSV |
SetLightingColorHSVMatrix |
| HS | SetLightingColorHS |
SetLightingColorHSMatrix |
| HS+CTO | SetLightingColorHSAndCTO |
— |
| Color Wheel | SetLightingColorWheel |
— |
| Color Wheel+CMY | SetLightingColorWheelAndCMY |
— |
| Color Temperature | SetLightingColorTemperature |
— |
| Cool-Warm Mix | SetLightingCoolWarmMix |
— |
| Multi-channel Mix | SetLightingColorMix |
SetLightingColorMixMatrix |
| Multi-channel+CTO | SetLightingColorMixWithCTO |
SetLightingColorMixMatrixWithCTO |
ASuperStageLight — Optics / Gobo / Prism / Cutting
| Function | Description |
|---|---|
SetLightingZoom / Matrix |
Zoom |
SetLightingFrost |
Frost |
SetLightingIris |
Iris |
UpdateBeamOcclusion |
Beam occlusion (30fps throttled) |
SetBeamGobo1/2/3 |
Gobo wheel (1-3 wheels) |
SetBeamFocus |
Focus |
SetBeamPrism |
Prism |
SetBeamCutting |
Four-blade cutting |
SetBeamCuttingRotate |
Cutting rotation |
ASuperStageLight — Effect / Matrix
| Function | Description |
|---|---|
SetEffect / SetEffectMatrix |
Effect selection (LUT) |
SetEffectWithSpeed / Matrix |
Effect + independent speed |
SetEffectColor / Matrix |
Effect color |
SetMatrixComponent |
Matrix init + color + intensity |
SetMatrixWhiteSingle/Multiple |
Matrix white |
SetMatrixColorSingle/Multiple |
Matrix RGB |
SetMatrixCoolWarmMixSingle/Multiple |
Matrix cool-warm mix |
SetMatrixColorRGBWSingle/Multiple |
Matrix RGBW |
SetMatrixColorRGBWithCTOSingle/Multiple |
Matrix RGB + CTO |
SetMatrixColorRGBWWithCTOSingle/Multiple |
Matrix RGBW + CTO |
SetMatrixColorRGBWithCoolWarmSingle/Multiple |
Matrix RGB + CoolWarm |
SetMatrixColorRGBWWithCoolWarmSingle/Multiple |
Matrix RGBW + CoolWarm |
SetMatrixStrobe |
Matrix strobe |
SetMatrixIntensity |
Matrix intensity |
SetMatrixColorMix |
Matrix multi-channel color mixing |