VSK VIRTUAL STUDIO KIT

Video Hub Field-tested

Window ▸ VSK Video Hub routes any signal onto any screen in the set - the monitor wall behind the talent, a virtual TV, a jumbotron.

Source descriptors

Every video source is a short text descriptor, used everywhere (panel, triggers, web, Blueprints):

DescriptorMeaning
OffBlack / screen off
SDI:NCamera input N (shares the camera’s player - no double capture)
ProgramThe program feed itself
Bus:NameA Video-type control-bus channel
Asset:/Game/X.XAny texture / media asset by path
File:name.mp4A Quick Media shelf file (append !once for play-once)
NDI:Source NameA discovered NDI source

Quick Media shelf

Drag files from the desktop straight onto the tab - they’re copied into <Project>/VSKMedia (no asset import, no editor churn). Images load as textures, videos play through runtime players with ffmpeg-extracted poster thumbnails. Files uploaded from the web remote land on the same shelf.

Routing & cut banks

One row per screen: thumbnail chips, a 6-slot cut bank (orange border = on air), an ON AIR preview cell, ASSIGN menus and OFF. Drag a chip onto a slot to assign; onto ON AIR to cut live. Per-screen FADE (0-5 s, 0 = hard cut) applies to every cut path - panel, web, and <Screen>.Cut.N triggers (override per call with &fade=1.5). Camera-to-camera crossfade is field-confirmed on live feeds.

Routing persists and re-applies at BeginPlay - tomorrow’s show opens exactly as tonight’s ended, overriding any editor-set source on the component.

Putting a screen in the set

Add a VS Video Surface component to any mesh (it finds the material’s texture parameter automatically - explicit name, VideoTexture, Screen, or the only texture param; the panel warns and lists candidates when none is drivable), or drop an AVS_TVScreen actor for an instant screen.