E2E Control | Watches and controls an E2E connection to another render engine (e.g. Unreal Engine, Notch). |
The E2E Control Node helps with integrating other engines in Ventuz. Have a look at our Unreal Integration How To or Notch Integration for a guide on how to start with the integration of Ventuz and other Engines. This page is a reference for the respective nodes and can help you with more detailed questions on this topic.
The E2E Control Node, like most E2E Nodes sends and receives data from a connection to an external engine. It has to define the used connection since there may be multiple. By default it inherits it from the current Layer. But it can also bind to an E2E Provider in order to create more flexible setups, e.g. using the same engine connection across multiple layers.
Although Ventuz handles the connection to other engines automatically and it should not be necessary, you might want to have manual control. With this node you can start, stop or restart the instance of the connected engine on demand. Using the methods on the E2E Control you can Start the engine in order to create a connection, Shut it down or Restart it.
Use the outputs on the E2E Control to react to certain events on the connection to an external engine. Starting is fired once the other engine's process has started and Stopped indicates that the process has been killed. Connected is triggered when Ventuz recognizes a client, Disconnected can be used to determine if a client has killed the connection to Ventuz. Sharing Begun is fired once the first texture is sent to Ventuz and Sharing Ended when the external engine stops sending textures. Unresponsive indicates a missing frame - normally this occurs during render stalls.
Not all events are fired in all use-cases. E.g. a Live-Link does not recognize that a process is Starting. Since Ventuz is then only looking for already running processes.
The difference between Connected and Sharing Begun is most noticable in an Editor mode of the external engine. While editing, but not running the project, the connection to Ventuz is established, but no textures are shared. The connection in editing mode is mostly used to synchronize metadata of the Ventuz E2E Nodes to their counterparts of the external engine.