Unreal Engine 5.7 project template for interactive installations with Pharus laser tracking and nDisplay cluster rendering.
UE-DeepSpace-Starter is a Blueprint-based project template developed by Ars Electronica Futurelab for the Deep Space 8K installation at the Ars Electronica Center. It integrates Pharus laser tracking hardware with Unreal's nDisplay system for multi-projector setups on floor and wall surfaces.
This is a Blueprint project with included C++ plugins. All core functionality is accessible via Blueprints without compilation. The AefPharus plugin is included with pre-compiled binaries for Pharus laser tracking.
- Unreal Engine: 5.7
- Platform: Windows 64-bit / Linux
Download UE DeepSpace Starter (Zips). [Deprecated] versions should still work but are not maintained anymore.
| Version | Status | Download |
|---|---|---|
| UE 5.7 | Current | This repository |
| UE 5.3 | Experimental | Download |
| UE 5.1 | Deprecated | Download |
| UE 5.0 | Deprecated | Download |
| UE 4.27 | Deprecated | Download |
UE-DeepSpace-Starter/
├── DeepSpaceStarter/
│ ├── Project/
│ │ ├── DeepSpaceStarter.uproject # Unreal Engine project file
│ │ ├── Content/ # Game assets and blueprints
│ │ │ └── DeepSpace/ # Deep Space specific content
│ │ │ ├── Library/ # Blueprint libraries
│ │ │ ├── Maps/ # Level maps
│ │ │ ├── Materials/ # Materials and shaders
│ │ │ ├── Models/ # 3D models
│ │ │ └── Switchboard/ # nDisplay configuration assets
│ │ ├── Config/ # Project configuration
│ │ │ ├── AefConfig.ini # Pharus tracking configuration
│ │ │ └── Default*.ini # Engine/Input/Game settings
│ │ └── Plugins/ # C++ plugins (optional)
│ │ └── AefPharus/ # Pharus laser tracking plugin
│ ├── Pharus/ # Pharus simulator tools
│ │ └── DeepSpace/ # Preconfigured simulators
│ │ ├── TrackLinkSimulator_*/ # TrackLink simulators (multicast/unicast)
│ │ └── pharus-rec-sim-*/ # Pharus recording simulators
│ ├── Deploy/ # Deep Space deployment folder
│ │ ├── Build/ # Packaged application (generated)
│ │ ├── Switchboard/ # nDisplay configuration files
│ │ │ └── nDisplay_Deep_Space_8K.ndisplay
│ │ └── project.json # Deployment configuration
│ └── project.json # Development configuration
└── LICENSE
C++ plugin for Pharus laser tracking integration (included with pre-compiled binaries).
Features:
- Multi-instance tracking (Floor + Wall)
- 3D room mapping (Floor + 4 walls)
- nDisplay cluster synchronization
- Thread-safe operation
- Blueprint API for runtime control
Documentation: See AefPharus README for detailed configuration.
The project uses the following Unreal Engine plugins:
- nDisplay - Multi-projector cluster rendering
- Switchboard - Cluster management and deployment
-
Install Unreal Engine 5.7
- Download from Epic Games Launcher
- Associate .uproject files with UE 5.7
-
Clone or download the repository
git clone https://github.com/ArsElectronicaFuturelab/UE-DeepSpace-Starter.git cd UE-DeepSpace-StarterOr download as ZIP from the Quick Links section.
- Navigate to
DeepSpaceStarter/Project/ - Double-click
DeepSpaceStarter.uproject - Unreal Editor will open the project
-
Install Switchboard Dependencies
- In Unreal Editor: Edit → Editor Preferences → Plugins → Switchboard
- Click "Install Prerequisites" if prompted
- Create desktop shortcuts for "Switchboard" and "Switchboard Listener"
-
Start the Application
- Keep Unreal Editor running with the project open
- Launch Switchboard from the desktop shortcut
- Create a new config (Configs → New Config)
- Run Switchboard Listener from desktop or Tools → Listener
-
Configure nDisplay
- Add Device → nDisplay Cluster
- Click "Populate"
- Choose
nDisplay_Desktop.uassetfor local testing - Click the Plugin-Icon in the table header to connect to listener
- Click "Start all connected Display devices"
Configuration file: Project/Config/AefConfig.ini
See the AefPharus Plugin Documentation for detailed configuration options.
Preconfigured simulators are available in DeepSpaceStarter/Pharus/DeepSpace/:
TrackLinkSimulator_MultiCast_Floor/- TrackLink multicast simulatorTrackLinkSimulator_UniCast_Floor/- TrackLink unicast simulatorpharus-rec-sim-v2.4.0-s0-release_MultiCast_Floor/- Pharus recording simulator (multicast)pharus-rec-sim-v2.4.0-s0-release_UniCast_Floor/- Pharus recording simulator (unicast)
Configuration files in Content/DeepSpace/Switchboard/:
nDisplay_Desktop.uasset- Local development configuration (single screen)nDisplay_DeepSpace.uasset- Deep Space 8K production configuration
Important: Do not modify the Deep Space nDisplay configurations. Changes may cause the project to malfunction in the Deep Space environment.
Main content is located in Content/DeepSpace/:
- Maps/ - Level maps for various scenarios
- Library/ - Reusable Blueprint libraries
- Materials/ - Materials and shaders
- Models/ - 3D meshes including projection surfaces
- Switchboard/ - nDisplay configuration assets
Recommended settings for local development:
| Setting | Value | Notes |
|---|---|---|
| IP Address | 127.0.0.1 | |
| Render API | DirectX 12 | |
| Render Mode | Mono | Use Stereo for 3D output |
| Render Sync Policy | Config | |
| Texture Streaming | Disabled |
If you're new to nDisplay, check out these tutorials:
- Simple nDisplay Setup in Unreal 5.6
- Unreal Engine 5.4 | Improving nDisplay Rendering
- Unreal Engine 4.27 In-Camera VFX: Introduction
- Unreal Engine 4.27 In-Camera VFX: Switchboard
- Unreal Engine 4.27 In-Camera VFX: nDisplay Config
- Open Project Launcher (File → Project Launcher)
- Create a custom profile with an appropriate name
- Configure build options:
- Build: Development or Shipping
- Cooking: "By the book"
- Cooked Platforms: Windows
- Cooked Maps: Select all used maps
- Package to
DeepSpaceStarter/Deploy/Build/
For more details, see Build Operations Documentation.
The Deploy/ folder contains everything needed for Deep Space deployment:
DeepSpaceStarter/Deploy/
├── Build/ # Packaged application
│ └── Windows/
│ └── DeepSpaceStarter.exe
├── Switchboard/ # nDisplay configuration
│ └── nDisplay_Deep_Space_8K.ndisplay
└── project.json # Deployment configuration
Update DeepSpaceStarter/Deploy/project.json for production deployment:
{
"startMap": "Deep_Space_8K",
"version": "UE5.7",
"type": "unreal",
"wall": {
"executable": "\\Build\\Windows\\DeepSpaceStarter.exe",
"nDisplay": "\\Switchboard\\nDisplay_Deep_Space_8K.ndisplay"
},
"floor": {
"executable": "\\Build\\Windows\\DeepSpaceStarter.exe",
"nDisplay": "\\Switchboard\\nDisplay_Deep_Space_8K.ndisplay"
}
}| Field | Description |
|---|---|
startMap |
Name of the level to load at startup |
version |
Unreal Engine version (UE5.7) |
type |
Project type (unreal) |
wall.executable |
Path to packaged executable (relative to Deploy/) |
wall.nDisplay |
Path to nDisplay configuration for wall projection |
floor.executable |
Path to packaged executable (relative to Deploy/) |
floor.nDisplay |
Path to nDisplay configuration for floor projection |
For Deep Space deployment, zip the entire Deploy/ folder with a descriptive filename:
Naming Convention:
[ProjectName]_[Date]_[2D|3D]_[Version].zip
Examples:
DeepSpaceStarter_2026-02-05_2D_v1.0.zipMyProject_2026-03-15_3D_v2.1.zipArsExhibition_2026-04-20_3D_final.zip
Package Contents:
Deploy/
├── Build/ # Packaged application (Windows/)
├── Switchboard/ # nDisplay configuration (.ndisplay)
└── project.json # Deployment configuration
Checklist before handover:
-
project.jsonupdated with correctstartMapandversion - nDisplay configuration exported to
Switchboard/ - Application packaged to
Build/Windows/ - ZIP filename includes 2D or 3D mode
- ZIP filename includes unique version/date
- Fixed Framerate: Use 30 or 60 FPS to avoid syncing issues
- nDisplay Actor: Always include in maps intended for Deep Space playback
- DirectX 12: Full support for DirectX 12 rendering in UE 5.7
- Stereoscopic 3D: Set Render Mode to
Stereofor active 3D output - Configuration Export: When modifying DeepSpace nDisplay actors, export the
.ndisplayfile to/Switchboard/
For optimal performance in Deep Space:
| Setting | Recommended Value |
|---|---|
| Ambient Occlusion | Disabled |
| Anti-Aliasing | FXAA |
| Dynamic Global Illumination | None |
| Reflection Method | None |
| Shadow Map Method | Shadow Maps |
MIT License - See LICENSE for details.
Developed by: Ars Electronica Futurelab
Website: https://ars.electronica.art/futurelab/
For technical support or questions: