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    <title>DEV Community: SuperStage</title>
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      <title>SuperStage An Unreal Engine Toolkit for Stage Lighting and Show Visualization</title>
      <dc:creator>SuperStage</dc:creator>
      <pubDate>Sun, 07 Jun 2026 19:07:55 +0000</pubDate>
      <link>https://dev.to/superstage/superstage-an-unreal-engine-toolkit-for-stage-lighting-and-show-visualization-2fkn</link>
      <guid>https://dev.to/superstage/superstage-an-unreal-engine-toolkit-for-stage-lighting-and-show-visualization-2fkn</guid>
      <description>&lt;h1&gt;
  
  
  SuperStage An Unreal Engine Toolkit for Stage Lighting and Show Visualization
&lt;/h1&gt;

&lt;p&gt;&lt;strong&gt;Version: 26H2.0&lt;/strong&gt;&lt;br&gt;
&lt;strong&gt;Release Date: May 21, 2026&lt;/strong&gt;&lt;br&gt;
&lt;strong&gt;Document Revision Date: June 8, 2026&lt;/strong&gt;&lt;br&gt;
&lt;strong&gt;Copyright: Foshan Yier Ranran Technology Co., Ltd. (LimxTeam)&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;In real stage projects, lighting, screens, projection, LED strips, laser visualization, drone visualization, stage structures, drawings and project data are often handled by different teams, in different software, and across different files.&lt;/p&gt;

&lt;p&gt;Production teams look at proposals. Lighting designers look at fixture positions and beams. Media teams look at content and screen layouts. Console programmers care about Fixture ID, Universe and Address. Delivery teams still need drawings, reports and archived project files.&lt;/p&gt;

&lt;p&gt;Everyone is talking about the same stage, but not always looking at the same stage.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;SuperStage 26H2.0&lt;/strong&gt; is an Unreal Engine toolkit for stage lighting and show visualization. It is designed for lighting previsualization, DMX testing, media content preview, special effect visualization, and project drawing / statistics preparation inside UE scenes.&lt;/p&gt;

&lt;p&gt;SuperStage does not replace physical lighting consoles, media servers, laser safety systems, drone flight control systems, rigging safety procedures or local regulatory review. Its role is to help teams see more clearly before entering the venue, align part of the production data earlier, and identify some issues before they become more expensive on site.&lt;/p&gt;




&lt;h2&gt;
  
  
  1. What SuperStage Is For
&lt;/h2&gt;

&lt;p&gt;SuperStage is suitable for projects that need stage visualization, lighting previsualization, DMX testing and project delivery preparation inside Unreal Engine.&lt;/p&gt;

&lt;p&gt;Typical use cases include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Concerts, music festivals, theatre, product launches, exhibitions and large-scale events;&lt;/li&gt;
&lt;li&gt;Projects that need to present lighting, screens, projection, LED strips, laser and stage structures together inside UE;&lt;/li&gt;
&lt;li&gt;Projects that use Art-Net or sACN for DMX testing, fixture state preview and data recording;&lt;/li&gt;
&lt;li&gt;Workflows involving MVR, GDTF, grandMA, NDI, MADRIX and other common show production tools;&lt;/li&gt;
&lt;li&gt;Projects that need lighting plots, construction communication drawings, statistics and project archive files.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;SuperStage is not intended to become the only control system for a real show. Final show execution should still rely on physical systems, qualified engineers and applicable local regulations.&lt;/p&gt;




&lt;h2&gt;
  
  
  2. Value for Different Teams
&lt;/h2&gt;

&lt;p&gt;SuperStage is not designed for one single role only. It works best as a shared UE scene for production, lighting, media, console programming, special effects and delivery teams.&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Role&lt;/th&gt;
&lt;th&gt;Common Concern&lt;/th&gt;
&lt;th&gt;How SuperStage Helps&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Production company / project lead&lt;/td&gt;
&lt;td&gt;Clients may not understand the proposal, and problems may appear only after load-in.&lt;/td&gt;
&lt;td&gt;Review lighting, screens, stage structures and special effects together in a UE scene.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Lighting designer&lt;/td&gt;
&lt;td&gt;Fixture positions, angles, beams, colors and gobos may not match the design intention.&lt;/td&gt;
&lt;td&gt;Check the relationship between fixtures, stage structures, screens, projection and cameras during previsualization.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Console programmer&lt;/td&gt;
&lt;td&gt;Fixture ID, Universe, Address and fixture library information need to be prepared and handed over clearly.&lt;/td&gt;
&lt;td&gt;Use Patch Tool, MVR / GDTF and grandMA workflows to reduce repeated data entry and manual checking.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Video / media team&lt;/td&gt;
&lt;td&gt;Screens, projection, NDI, director camera feeds and LED strip content need to be judged together with lighting.&lt;/td&gt;
&lt;td&gt;Bring media input into the same stage scene and review brightness, rhythm and spatial relationships.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Laser / drone visualization team&lt;/td&gt;
&lt;td&gt;Special effects are often reviewed separately from the ground stage.&lt;/td&gt;
&lt;td&gt;Bring laser data and DroneLink / LDLink data into the overall previsualization scene.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Delivery / engineering team&lt;/td&gt;
&lt;td&gt;Drawings, statistics and review materials often need to be reorganized after visualization.&lt;/td&gt;
&lt;td&gt;Continue using scene data such as fixtures, Universe information, cables and drawing elements for delivery preparation.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;




&lt;h2&gt;
  
  
  3. What Problems SuperStage Helps Solve
&lt;/h2&gt;

&lt;h3&gt;
  
  
  3.1 Proposals should not rely only on explanation
&lt;/h3&gt;

&lt;p&gt;The early stage of a show project is often limited by communication rather than technology.&lt;/p&gt;

&lt;p&gt;The client looks at renders. The lighting designer looks at fixture positions. The media team looks at content. The engineering team looks at structures. Everyone is describing the same stage, but not always using the same visual reference.&lt;/p&gt;

&lt;p&gt;SuperStage brings these elements into one UE scene. Lighting coverage, screen content scale, projection obstruction, LED strip rhythm and the main visual relationship can be discussed directly in the scene.&lt;/p&gt;

&lt;p&gt;This is useful during sales, design review and early production planning. Clients can better understand what the final stage may look like, while the team can explain why the lighting, screen layout and visual structure are arranged in a certain way.&lt;/p&gt;

&lt;h3&gt;
  
  
  3.2 Patch risks can be exposed earlier
&lt;/h3&gt;

&lt;p&gt;In large projects, overlapping addresses, duplicate Fixture IDs, unclear Universe planning and inconsistent naming can all consume valuable on-site testing time. The later these issues are found, the more expensive coordination becomes.&lt;/p&gt;

&lt;p&gt;SuperStage uses DMX, Patch Tool, 512-channel grids, conflict warnings and activity monitoring to move part of this checking process into the previsualization stage. Once fixtures are added to the scene, they are not only visual objects. They can also continue into address planning, console handover and drawing statistics.&lt;/p&gt;

&lt;p&gt;SuperStage 26H2.0 supports planning and testing with up to 512 DMX Universes. This is useful for matrix fixtures, pixel strips, large lighting arrays and multi-console testing projects. Actual project performance still depends on UE project scale, hardware configuration, network environment and scene complexity.&lt;/p&gt;

&lt;h3&gt;
  
  
  3.3 Reduce repeated data entry
&lt;/h3&gt;

&lt;p&gt;In show production, the same fixture data is often entered multiple times: once in UE, once in design software, once in the console, and again in delivery documentation.&lt;/p&gt;

&lt;p&gt;The more often data is copied manually, the easier it is for errors to enter the project.&lt;/p&gt;

&lt;p&gt;Through MVR, GDTF and grandMA-related workflows, SuperStage can organize fixture position, rotation, Fixture ID, Universe, Address and fixture library resources from the UE scene, so that previsualization data can continue into external production workflows.&lt;/p&gt;

&lt;p&gt;The purpose is not to replace every other piece of software. The goal is to reduce repeated data entry and keep organized data useful for more stages of the project.&lt;/p&gt;

&lt;h3&gt;
  
  
  3.4 Media, LED strips and lighting should be reviewed together
&lt;/h3&gt;

&lt;p&gt;Many stage projects are no longer only about lighting. Screen content, director camera feeds, projection mapping, NDI input, MADRIX LED strips and matrix walls all affect the final visual result.&lt;/p&gt;

&lt;p&gt;When reviewed separately, each part may seem acceptable. When combined, the team still needs to check brightness, rhythm, layering and main visual focus.&lt;/p&gt;

&lt;p&gt;SuperStage supports NDI, project textures, director camera feeds and MADRIX main output preview. Screens, projection, LED strips and lighting can be reviewed in the same scene, allowing directors, lighting designers, media teams and production teams to communicate around one shared visual reference.&lt;/p&gt;

&lt;h3&gt;
  
  
  3.5 Dynamic content can be recorded and reviewed
&lt;/h3&gt;

&lt;p&gt;Lighting Cues, NDI video, MADRIX LED strip animation, laser data and DroneLink data are all dynamic. Reviewing them only once in a live system is not ideal for client review, internal comparison or project documentation.&lt;/p&gt;

&lt;p&gt;SuperStage supports multiple data types entering recording and playback workflows. After recording, the content can be reviewed without relying on some real-time input environments, making it useful for proposal playback, version comparison, internal review and delivery explanation.&lt;/p&gt;

&lt;h3&gt;
  
  
  3.6 Previsualization can extend into delivery materials
&lt;/h3&gt;

&lt;p&gt;A UE previsualization scene becomes more valuable when it continues beyond visual preview.&lt;/p&gt;

&lt;p&gt;SuperStage can continue using fixtures, Universe information, cable elements, drawing elements and statistics from the scene for project delivery preparation.&lt;/p&gt;

&lt;p&gt;SuperCAD supports DXF, PDF and PNG export. It also provides views for fixture lists, Universe statistics, power load and hanging load references. Formal construction documents still need to be reviewed by the engineering team, but previsualization data can become part of drawing communication and project archive preparation.&lt;/p&gt;




&lt;h2&gt;
  
  
  4. Key Updates in 26H2.0
&lt;/h2&gt;

&lt;p&gt;The focus of SuperStage 26H2.0 is not one single feature. It strengthens several practical workflows: large DMX projects, external data exchange, grandMA patch preparation, media and LED strip review, beam appearance, patch efficiency and fixture asset coverage.&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Update Area&lt;/th&gt;
&lt;th&gt;26H2.0 Capability&lt;/th&gt;
&lt;th&gt;Project Value&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;MVR Export&lt;/td&gt;
&lt;td&gt;Export selected fixtures with position, rotation, DMX patch information and related GDTF resources into an MVR file.&lt;/td&gt;
&lt;td&gt;UE previsualization scenes can more easily enter external design, visualization and console workflows.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;512 Universes&lt;/td&gt;
&lt;td&gt;Art-Net and sACN workflows support up to 512 DMX Universes.&lt;/td&gt;
&lt;td&gt;Large arrays, matrix walls, pixel strips and multi-console projects can be planned with fewer early limitations.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;grandMA Patch&lt;/td&gt;
&lt;td&gt;Patch data organization, import and offline delivery workflows for grandMA2 / grandMA3.&lt;/td&gt;
&lt;td&gt;Fixture and address information prepared during previsualization can be passed more easily into console preparation.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MADRIX LED Strip Preview&lt;/td&gt;
&lt;td&gt;Preview local MADRIX main output and support offline playback after recording.&lt;/td&gt;
&lt;td&gt;LED strips, matrix walls and LED line content can be reviewed inside the overall stage picture.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NDI Configuration&lt;/td&gt;
&lt;td&gt;Improved source list refresh logic to reduce repeated scanning.&lt;/td&gt;
&lt;td&gt;Configuration and source switching are lighter in projects with many NDI sources or complex networks.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Director Input&lt;/td&gt;
&lt;td&gt;Screens and projectors can use director camera views as input.&lt;/td&gt;
&lt;td&gt;Useful for in-stage screens, virtual monitors, multi-camera preview and director feed distribution.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Beam and Framing&lt;/td&gt;
&lt;td&gt;Updates to framing range, surface spots, color and beam quality controls.&lt;/td&gt;
&lt;td&gt;Beam, spot, color, gobo, prism and framing effects are more consistent.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Patch Tool&lt;/td&gt;
&lt;td&gt;Auto-increment start values, renaming options, 512-channel grid, drag-to-change address and conflict warnings.&lt;/td&gt;
&lt;td&gt;Multi-round patching and pre-site checks become faster and easier to inspect.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Mesh Binding&lt;/td&gt;
&lt;td&gt;Add selected static meshes quickly to screen or LED strip targets.&lt;/td&gt;
&lt;td&gt;Reduces repeated manual setup for many screens, strip carriers or irregular structures.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Fixture Assets&lt;/td&gt;
&lt;td&gt;40 new stage lighting assets with GDTF / MA2 library resources.&lt;/td&gt;
&lt;td&gt;Expands fixture coverage for real projects and supports MVR and console patch workflows.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;




&lt;h2&gt;
  
  
  5. Main Product Capabilities
&lt;/h2&gt;

&lt;h3&gt;
  
  
  5.1 Stage Lighting Previsualization
&lt;/h3&gt;

&lt;p&gt;Stage lighting previsualization is the foundation of SuperStage. Teams can place fixtures in a UE scene and review beams, colors, gobos, framing, prisms, strobe, zoom, frost and pixel control behavior.&lt;/p&gt;

&lt;p&gt;It is useful for answering questions such as:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Can fixture positions and angles cover the target area?&lt;/li&gt;
&lt;li&gt;Do beams, spots, gobos, prisms and framing look coherent in the scene?&lt;/li&gt;
&lt;li&gt;Do lighting, screens, projection, LED strips and stage structures affect the main visual relationship?&lt;/li&gt;
&lt;li&gt;Can the client understand the final stage picture during presentation?&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Externally visible capabilities include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Fixture assets for UE scene building, fixture placement and visual previsualization;&lt;/li&gt;
&lt;li&gt;Support for common fixture attributes such as dimmer, color, color temperature, pan, tilt, zoom, strobe, gobo, prism, framing, frost and pixel control;&lt;/li&gt;
&lt;li&gt;Program preview through DMX, built-in programming tools, Sequencer or external consoles;&lt;/li&gt;
&lt;li&gt;Visual representation for Beam, Spot, Wash, Profile, Panel, Strobe, Pixel Bar, PAR, matrix fixtures, LED strips and effect-type fixtures;&lt;/li&gt;
&lt;li&gt;Updates in 26H2.0 for framing range, surface spots, color and beam quality controls.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;During project delivery, this can become a UE previsualization scene, proposal screenshots, demo videos, lighting state recordings, and base data for MVR, grandMA and SuperCAD workflows.&lt;/p&gt;

&lt;p&gt;The visual result is for communication and review. It does not replace final on-site verification with real fixtures. Fixture behavior depends on fixture libraries, DMX patching, materials, rendering settings and project reference data.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.2 DMX Network and Patching
&lt;/h3&gt;

&lt;p&gt;SuperStage supports Art-Net and sACN input / output for testing between external consoles, onPC environments or other DMX sender systems and UE scenes.&lt;/p&gt;

&lt;p&gt;For large projects, the key value is not simply receiving DMX. The value is turning fixture addresses, Universes, Fixture IDs, channel occupation and recording / playback into a checkable process.&lt;/p&gt;

&lt;p&gt;Main capabilities include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Art-Net and sACN input / output;&lt;/li&gt;
&lt;li&gt;Planning and testing support for up to 512 DMX Universes;&lt;/li&gt;
&lt;li&gt;Standard DMX 512-channel planning per Universe;&lt;/li&gt;
&lt;li&gt;Fixture Universe, Address and Fixture ID management;&lt;/li&gt;
&lt;li&gt;DMX activity monitoring, address occupation preview and conflict warnings;&lt;/li&gt;
&lt;li&gt;DMX data recording and playback.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;These capabilities are suitable for large stages, matrix fixtures, pixel strips, multi-console testing and review-heavy projects. Teams can find address overlaps, duplicate Fixture IDs and unclear Universe planning before going on site, and record DMX states for demonstration and review.&lt;/p&gt;

&lt;p&gt;Network stability, console output, switch configuration and firewall settings remain part of the on-site system. This article does not promise fixed latency, fixed frame rate or fixed hardware scale.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.3 Patch Tool
&lt;/h3&gt;

&lt;p&gt;Patch Tool addresses a practical problem: the more fixtures there are, the easier it is to make mistakes when calculating addresses manually. The more project changes occur, the more time is spent reorganizing data.&lt;/p&gt;

&lt;p&gt;It supports batch setting of Universe, Address and Fixture ID. Starting Universe, Address and Fixture ID can auto-increment based on scene state, which is useful when adding fixtures in multiple batches. The 512-channel grid shows address occupation within a Universe. Address overlaps and duplicate Fixture IDs can be warned. Fixture start addresses can be adjusted by dragging, and naming can be organized according to project rules.&lt;/p&gt;

&lt;p&gt;Its value is direct execution efficiency:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;New fixture batches do not require recalculating everything from the beginning;&lt;/li&gt;
&lt;li&gt;A Universe’s occupation can be checked through the channel grid;&lt;/li&gt;
&lt;li&gt;Conflicts can be found before on-site testing;&lt;/li&gt;
&lt;li&gt;Fixture naming, Fixture ID and console handover data become easier to match.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Patch data from Patch Tool can continue to support DMX testing, MVR export, grandMA workflows and SuperCAD statistics.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.4 MVR / GDTF Data Exchange
&lt;/h3&gt;

&lt;p&gt;MVR / GDTF support allows a UE scene in SuperStage to become more than a visual preview. It can also become part of the project data flow.&lt;/p&gt;

&lt;p&gt;SuperStage supports importing fixture information from external MVR files. It also supports organizing selected fixtures in the scene into MVR files, including spatial position, rotation, Fixture ID, Universe, start address and related GDTF resources.&lt;/p&gt;

&lt;p&gt;This is useful when:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Design, previsualization, console and delivery teams need to share the same fixture data;&lt;/li&gt;
&lt;li&gt;Fixture positions and patch information have already been organized in UE and should not be re-entered externally;&lt;/li&gt;
&lt;li&gt;MVR delivery needs related GDTF resources;&lt;/li&gt;
&lt;li&gt;A project needs to move fixture position, type and address data between different software environments.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Different external software may support and interpret MVR / GDTF differently. Formal delivery should still be verified in the target software environment.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.5 grandMA Patch Collaboration
&lt;/h3&gt;

&lt;p&gt;SuperStage 26H2.0 updates the patch data organization, import and offline delivery workflow for grandMA2 / grandMA3. It focuses on moving UE previsualization projects into console preparation.&lt;/p&gt;

&lt;p&gt;SuperStage can read fixture patch information from the UE scene, organize import data by fixture type, and work with project fixture library resources to complete grandMA2 / grandMA3 patch import. When fixtures are added or changed later, updated patch data can continue to be organized. For projects that cannot connect directly or need offline delivery, file-based DMX-to-MA data export remains available.&lt;/p&gt;

&lt;p&gt;In real projects, this mainly reduces repeated preparation on the console side:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Fixture ID, Universe and Address already prepared in UE do not need to be fully rebuilt manually;&lt;/li&gt;
&lt;li&gt;Similar fixtures can be organized by type;&lt;/li&gt;
&lt;li&gt;Previsualization and console teams can communicate around the same fixture data;&lt;/li&gt;
&lt;li&gt;Large projects can enter programming preparation with more aligned base data.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;grandMA connection, import and data organization results depend on the target MA environment, network permissions, fixture library files and site configuration. Formal projects should be verified in the target console or onPC environment.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.6 Media Screens, Projection and Director Input
&lt;/h3&gt;

&lt;p&gt;SuperStage supports applying media content to stage screens, projection objects and virtual monitors. When screens, projection and lighting are reviewed separately, each system may appear correct, but the combined result may still need adjustment.&lt;/p&gt;

&lt;p&gt;Current input directions include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;NDI video sources;&lt;/li&gt;
&lt;li&gt;Static texture content inside the project;&lt;/li&gt;
&lt;li&gt;Director camera views from the UE scene.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Screen carriers can display media input. Projection objects can be used for media projection and mapping preview, with controls for brightness, transparency, color, contrast and texture deformation. Director Input can distribute scene camera views to screens or projectors, making it useful for in-stage screens, virtual monitors and multi-camera preview.&lt;/p&gt;

&lt;p&gt;26H2.0 also adds fast mesh binding. When many screens, LED strip carriers or irregular structures need to be configured, selected static meshes can be quickly added to target objects, reducing repeated manual setup.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.7 NDI Media Input
&lt;/h3&gt;

&lt;p&gt;NDI is useful for bringing external video, director feeds or media server output into a UE stage scene. SuperStage supports discovering and selecting NDI sources, using NDI video frames for screen or projection content, and recording / playing back NDI data.&lt;/p&gt;

&lt;p&gt;26H2.0 improves the refresh behavior of the NDI configuration panel. The source list uses caching and manual refresh logic, avoiding repeated scanning during selection, switching and configuration editing. This makes configuration lighter in projects with many NDI sources or complex network environments.&lt;/p&gt;

&lt;p&gt;Actual NDI results depend on third-party NDI runtime environments, sender quality, network stability and UE rendering load. Recording and playback can reduce dependence on real-time NDI sources during review and demonstration, but they do not replace formal signal chain testing on site.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.8 MADRIX LED Strip Preview
&lt;/h3&gt;

&lt;p&gt;SuperStage supports previewing local MADRIX main output and applying that output to LED strips, pixel strips, matrix walls or LED line carriers.&lt;/p&gt;

&lt;p&gt;This matters because MADRIX content should not always be reviewed only inside external software. LED strip animation can appear directly inside the overall stage previsualization scene, together with lighting, screens, projection and stage structures.&lt;/p&gt;

&lt;p&gt;Externally visible capabilities include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Previewing MADRIX output inside a UE scene;&lt;/li&gt;
&lt;li&gt;Applying MADRIX output to LED strip or matrix carrier materials;&lt;/li&gt;
&lt;li&gt;Brightness adjustment;&lt;/li&gt;
&lt;li&gt;Offline playback after recording.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Offline playback is useful for proposal presentation, client review and internal comparison. MADRIX project content, output configuration and live control remain the responsibility of MADRIX software and related systems.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.9 Laser Visualization
&lt;/h3&gt;

&lt;p&gt;SuperStage provides laser visualization for Pangolin Beyond-related workflows. Laser lines, patterns and recorded content can be brought into the UE stage picture and reviewed together with lighting, media and stage structures.&lt;/p&gt;

&lt;p&gt;Externally visible capabilities include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Receiving compatible laser point data for UE visualization;&lt;/li&gt;
&lt;li&gt;Texture-based and procedural mesh-based laser representation;&lt;/li&gt;
&lt;li&gt;Built-in laser patterns for previsualization and demonstration;&lt;/li&gt;
&lt;li&gt;Laser data recording and playback.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This is useful for discussing the relationship between laser, audience views, screens, stage structures and ground lighting in advance.&lt;/p&gt;

&lt;p&gt;Laser features are only for visualization and previsualization. They do not replace real laser output hardware, safety interlocks, on-site review or professional laser safety procedures.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.10 DroneLink / LDLink Visualization
&lt;/h3&gt;

&lt;p&gt;SuperStage provides UE-side DroneLink / LDLink data visualization for showing drone position, attitude and light status inside a stage or event scene.&lt;/p&gt;

&lt;p&gt;DroneLink / LDLink is the currently supported drone data visualization workflow in SuperStage. Specific data sources and connection methods should follow the project delivery document.&lt;/p&gt;

&lt;p&gt;This capability describes visualization only, not flight control. It is useful for reviewing how aerial formations relate to the ground stage: when drones appear, whether they align with screens, whether they conflict visually with lasers or lighting, and what the client sees from the main viewpoint.&lt;/p&gt;

&lt;p&gt;Externally visible capabilities include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Receiving drone position, attitude and light status from LDLink data streams;&lt;/li&gt;
&lt;li&gt;Converting latitude, longitude and altitude into UE scene coordinates;&lt;/li&gt;
&lt;li&gt;Single-drone and multi-drone group visualization;&lt;/li&gt;
&lt;li&gt;Integration with timeline recording and playback workflows for previsualization, review and presentation.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This version only commits to DroneLink / LDLink data visualization. It does not commit to other drone communication protocols. SuperStage is not responsible for real drone route planning, obstacle avoidance, takeoff and landing execution, flight control safety or regulatory approval. Actual flight should be handled by professional flight control systems, ground stations and compliance teams.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.11 Built-in Console and Show Programming
&lt;/h3&gt;

&lt;p&gt;SuperStage provides lighting programming and playback tools inside the UE editor, suitable for organizing fixture states during previsualization, presentation and review.&lt;/p&gt;

&lt;p&gt;Externally visible panels and workflows include Fixture Sheet, Color Picker, Presets, Groups, Playback, Running Playback, Frame Editor, Frame Presets, Layout View, Timecode and DMX settings. The system supports DMX value management from Programmer, Cue, TimecodeCue and Effect sources, as well as Cue, Playback, shortcut and timeline-related workflows.&lt;/p&gt;

&lt;p&gt;This is useful when a complete on-site console environment is not available and the team needs to organize basic show segments for proposals, internal review or recording. It does not claim to be equivalent to any third-party hardware console. Real show control should be planned according to the on-site system design.&lt;/p&gt;

&lt;h3&gt;
  
  
  5.12 SuperCAD Drawing Output
&lt;/h3&gt;

&lt;p&gt;SuperCAD focuses on drawing output and project data preparation for stage projects. It extends fixtures, stage objects and statistics from the previsualization scene into engineering communication materials.&lt;/p&gt;

&lt;p&gt;Externally visible capabilities include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Drawing views overlaid with stage objects;&lt;/li&gt;
&lt;li&gt;Fixture, dimension, annotation, cable and title block elements;&lt;/li&gt;
&lt;li&gt;Fixture list, Universe, power load and hanging load statistics panels;&lt;/li&gt;
&lt;li&gt;DXF, PDF and PNG export;&lt;/li&gt;
&lt;li&gt;Multi-page PDF and batch PNG output.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;These outputs are suitable for proposal communication, construction communication and project archiving. PDF and PNG are more visual, while DXF is better suited for further processing in CAD software. Formal construction documents still need to be reviewed by the project engineering team according to project standards.&lt;/p&gt;




&lt;h2&gt;
  
  
  6. Resources and Assets
&lt;/h2&gt;

&lt;p&gt;SuperStage does not present fixture resources by internal implementation type. What matters to users is whether common fixture types are covered, whether there are fixture library resources suitable for patching and external collaboration, and whether these resources can support previsualization, MVR, grandMA and drawing statistics.&lt;/p&gt;

&lt;p&gt;Current fixture resource coverage includes:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Fixture Type&lt;/th&gt;
&lt;th&gt;Coverage Direction&lt;/th&gt;
&lt;th&gt;Project Value&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Beam / Beam Hybrid&lt;/td&gt;
&lt;td&gt;Strong beams, aerial beams, prism splitting and narrow beam effects.&lt;/td&gt;
&lt;td&gt;Suitable for high-impact moments in concerts, festivals and large events.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Spot / Profile / Framing&lt;/td&gt;
&lt;td&gt;Gobo, framing, imaging, zoom, frost and surface spot representation.&lt;/td&gt;
&lt;td&gt;Suitable for performer areas, stage details, framing boundaries and gobo expression.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Wash / LED Wash&lt;/td&gt;
&lt;td&gt;Color wash, RGB / RGBW / CMY mixing and atmosphere lighting.&lt;/td&gt;
&lt;td&gt;Suitable for overall atmosphere, background color and large-area color changes.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PAR / Fresnel / Fixed color fixtures&lt;/td&gt;
&lt;td&gt;Basic front light, side light, environment color and conventional fixture placement.&lt;/td&gt;
&lt;td&gt;Suitable for theatre, product launches, exhibitions and conventional lighting layouts.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Linear / Pixel Bar / Tube&lt;/td&gt;
&lt;td&gt;LED strips, linear fixtures, pixel bars, matrix arrays and stage outline effects.&lt;/td&gt;
&lt;td&gt;Suitable for LED lines, pixel strips, matrix effects and scenic outlines.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Panel / Matrix&lt;/td&gt;
&lt;td&gt;Panel lights, matrix walls, pixel blocks and large-area strobe / wash effects.&lt;/td&gt;
&lt;td&gt;Suitable for matrix walls, strobe arrays and rhythm-based visual sections.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Strobe / Blinder&lt;/td&gt;
&lt;td&gt;Strobe, audience light, blinder and strong rhythmic effects.&lt;/td&gt;
&lt;td&gt;Suitable for festivals, concert climax sections and audience interaction.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Effect / SFX&lt;/td&gt;
&lt;td&gt;Laser, stage effects and mechanical previsualization objects.&lt;/td&gt;
&lt;td&gt;Suitable for bringing non-traditional lighting objects into the overall stage review.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;Brand and fixture library coverage includes Robe, ClayPaky, ADJ, ETC, Martin, GLP, GTD, GTB, Chauvet, PR Lighting, JB-Lighting, Astera, CKC, Acme, EK, SuperLight and SuperStage resource categories.&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Resource Category&lt;/th&gt;
&lt;th&gt;Current Coverage&lt;/th&gt;
&lt;th&gt;Notes&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;New stage lighting assets in 26H2.0&lt;/td&gt;
&lt;td&gt;40 fixtures&lt;/td&gt;
&lt;td&gt;Expands common stage fixture coverage.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Acme resource library&lt;/td&gt;
&lt;td&gt;15 fixture projects, 24 GDTF / MA2 library files or modes&lt;/td&gt;
&lt;td&gt;Works with content library and FixtureLibrary for previsualization, patching and library collaboration.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EK resource library&lt;/td&gt;
&lt;td&gt;5 fixture projects, 8 GDTF / MA2 library files or modes&lt;/td&gt;
&lt;td&gt;Works with content library and FixtureLibrary for previsualization, patching and library collaboration.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GDTF library files / modes&lt;/td&gt;
&lt;td&gt;94&lt;/td&gt;
&lt;td&gt;Used for MVR, fixture binding and external collaboration workflows.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MA2 library files / modes&lt;/td&gt;
&lt;td&gt;94&lt;/td&gt;
&lt;td&gt;Used for grandMA2-related patch collaboration and offline delivery workflows.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;In addition to fixture resources, SuperStage provides screen and projection objects, LED strip and matrix carriers, laser visualization objects, lifting and rail machinery objects, as well as truss, scaffold, stage floor, drape and crowd assets.&lt;/p&gt;

&lt;p&gt;These resources are intended to speed up previsualization scene building and delivery visuals. They do not replace structural design, engineering calculation or construction safety review.&lt;/p&gt;




&lt;h2&gt;
  
  
  7. Typical Use Cases
&lt;/h2&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Scenario&lt;/th&gt;
&lt;th&gt;Common Pain Point&lt;/th&gt;
&lt;th&gt;Role of SuperStage&lt;/th&gt;
&lt;th&gt;Typical Deliverables&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Show proposal previsualization&lt;/td&gt;
&lt;td&gt;Clients may not understand the final result from drawings and text.&lt;/td&gt;
&lt;td&gt;Build the stage, fixtures, screens, projection and stage structures in UE for proposal review, director discussion and client confirmation.&lt;/td&gt;
&lt;td&gt;Real-time preview, screenshots, recordings, rendered output and UE scene.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Lighting program verification&lt;/td&gt;
&lt;td&gt;Address errors, fixture orientation and beam issues often appear only on site.&lt;/td&gt;
&lt;td&gt;Use DMX, Patch Tool, built-in programming and visualization to check fixture states earlier.&lt;/td&gt;
&lt;td&gt;Checked patch data, DMX recordings and program preview.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Media and LED strip integration&lt;/td&gt;
&lt;td&gt;Screens, projection, NDI, director feeds and MADRIX content are often reviewed separately from lighting.&lt;/td&gt;
&lt;td&gt;Bring NDI, director camera views or MADRIX output into the UE scene for overall visual review.&lt;/td&gt;
&lt;td&gt;Screen / projection / LED strip previsualization scenes and media playback recordings.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Console and design software collaboration&lt;/td&gt;
&lt;td&gt;Fixture position, address and library data are often entered repeatedly between previsualization, design and console workflows.&lt;/td&gt;
&lt;td&gt;Use MVR, GDTF and grandMA-related workflows to move fixture data into external production environments.&lt;/td&gt;
&lt;td&gt;MVR files, GDTF resources and grandMA patch preparation data.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Laser and drone visualization&lt;/td&gt;
&lt;td&gt;Laser, drone and ground stage visuals are often reviewed separately.&lt;/td&gt;
&lt;td&gt;Bring laser data and DroneLink / LDLink data into the full stage picture for cross-team discussion.&lt;/td&gt;
&lt;td&gt;Laser recordings, DroneLink visualization data and combined previsualization scenes.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Project delivery material preparation&lt;/td&gt;
&lt;td&gt;Lighting plots, statistics and archive data often need to be reorganized after previsualization.&lt;/td&gt;
&lt;td&gt;Use SuperCAD to export lighting plots, drawings, statistics and deliverable drawing files.&lt;/td&gt;
&lt;td&gt;DXF, PDF, PNG, fixture lists, Universe statistics and auxiliary engineering materials.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;




&lt;h2&gt;
  
  
  8. External System Collaboration
&lt;/h2&gt;

&lt;p&gt;SuperStage can work with the following types of external systems or formats:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Type&lt;/th&gt;
&lt;th&gt;Collaboration Scope&lt;/th&gt;
&lt;th&gt;Product Value&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;DMX Network&lt;/td&gt;
&lt;td&gt;Art-Net and sACN input / output and testing.&lt;/td&gt;
&lt;td&gt;Bring fixture states from external consoles or DMX sender systems into UE previsualization scenes.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Stage Data Exchange&lt;/td&gt;
&lt;td&gt;MVR import / export with GDTF library resources.&lt;/td&gt;
&lt;td&gt;Reduce repeated data entry between design, previsualization and console workflows.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Console Environment&lt;/td&gt;
&lt;td&gt;Patch data organization, import and offline delivery for grandMA2 / grandMA3.&lt;/td&gt;
&lt;td&gt;Help fixture patch information prepared during previsualization enter console preparation more easily.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Media Input&lt;/td&gt;
&lt;td&gt;NDI sources, project textures and director camera views.&lt;/td&gt;
&lt;td&gt;Bring video, director feeds, screens and projection content into the overall stage review.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;LED Strip Preview&lt;/td&gt;
&lt;td&gt;MADRIX main output preview and offline playback.&lt;/td&gt;
&lt;td&gt;Bring LED strips, matrix walls and LED line content into the UE stage scene.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Laser Preview&lt;/td&gt;
&lt;td&gt;Pangolin Beyond-related laser data visualization.&lt;/td&gt;
&lt;td&gt;Review laser effects together with lighting, media and stage structures.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Drone Preview&lt;/td&gt;
&lt;td&gt;DroneLink / LDLink data visualization inside the UE scene.&lt;/td&gt;
&lt;td&gt;Bring drone position, attitude and light states into stage previsualization.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Drawing Delivery&lt;/td&gt;
&lt;td&gt;DXF, PDF and PNG output.&lt;/td&gt;
&lt;td&gt;Extend the previsualization scene into project communication, construction and archive materials.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;External system versions, licensing, network permissions, file compatibility and site configuration can affect final use. Formal delivery should be verified in the target environment.&lt;/p&gt;




&lt;h2&gt;
  
  
  9. Licensing, Delivery Boundaries and Known Limitations
&lt;/h2&gt;

&lt;p&gt;SuperStage delivers different capabilities according to the licensed scope. Specific available modules, license term, machine binding method, offline authorization, commercial service and technical support scope are subject to contract, order, license backend or agreed delivery list.&lt;/p&gt;

&lt;p&gt;This article does not list pricing, packages, discounts, gifted license duration, enterprise service commitments or non-public commercial policies.&lt;/p&gt;

&lt;p&gt;The following are not part of SuperStage product capability commitments:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Functional commitments of physical lighting consoles, media servers, lasers, drones, rigging systems or network devices;&lt;/li&gt;
&lt;li&gt;Third-party software licensing, installation, compatibility or interface changes;&lt;/li&gt;
&lt;li&gt;Fixed frame rate, fixed latency, fixed hardware scale or fixed rendering quality;&lt;/li&gt;
&lt;li&gt;Real show site safety review, regulatory compliance, flight approval, laser safety approval or structural safety review;&lt;/li&gt;
&lt;li&gt;Features, custom content or R&amp;amp;D content not delivered in the official version.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Known boundaries include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;NDI, MADRIX, grandMA, Pangolin Beyond, MVR / GDTF and related workflows depend on third-party systems or format support;&lt;/li&gt;
&lt;li&gt;DroneLink / LDLink visualization is not a drone flight control system and does not include real flight programming, obstacle avoidance, takeoff or landing execution;&lt;/li&gt;
&lt;li&gt;Different external software may interpret MVR, GDTF, fixture libraries and coordinate data differently;&lt;/li&gt;
&lt;li&gt;Rendering performance in large projects depends on Unreal Engine project settings, asset scale, GPU performance, network environment and site configuration;&lt;/li&gt;
&lt;li&gt;Laser and drone-related capabilities are only for previsualization and visual review and do not replace real safety systems;&lt;/li&gt;
&lt;li&gt;Drawing output is for project communication and delivery preparation. Formal construction documentation should still be reviewed by the engineering team according to project standards.&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  10. Suitable and Not Suitable
&lt;/h2&gt;

&lt;p&gt;SuperStage is suitable for projects that need stage lighting previsualization, DMX testing, media preview, special effect visualization and delivery material preparation inside Unreal Engine.&lt;/p&gt;

&lt;p&gt;It is not suitable as the only control system for a real live show. It does not replace lighting consoles, media servers, laser safety systems, drone flight control systems, structural safety workflows or regulatory review.&lt;/p&gt;




&lt;h2&gt;
  
  
  11. Technical Support and Contact
&lt;/h2&gt;

&lt;p&gt;When reporting issues or requesting technical support, it is recommended to provide:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;SuperStage version;&lt;/li&gt;
&lt;li&gt;Unreal Engine version;&lt;/li&gt;
&lt;li&gt;Operating system and GPU information;&lt;/li&gt;
&lt;li&gt;External systems or file formats used;&lt;/li&gt;
&lt;li&gt;Screenshots, recordings or logs;&lt;/li&gt;
&lt;li&gt;Minimal reproducible project steps.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;For further evaluation, trial access or team contact:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Need&lt;/th&gt;
&lt;th&gt;Link&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Website&lt;/td&gt;
&lt;td&gt;&lt;a href="https://yunsio.com" rel="noopener noreferrer"&gt;https://yunsio.com&lt;/a&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Download Trial&lt;/td&gt;
&lt;td&gt;&lt;a href="https://www.yunsio.com/download" rel="noopener noreferrer"&gt;https://www.yunsio.com/download&lt;/a&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Technical Support / Documentation&lt;/td&gt;
&lt;td&gt;&lt;a href="https://yunsio.com/docs/superstage" rel="noopener noreferrer"&gt;https://yunsio.com/docs/superstage&lt;/a&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Contact Email&lt;/td&gt;
&lt;td&gt;&lt;a href="mailto:yerrkj@outlook.com"&gt;yerrkj@outlook.com&lt;/a&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Business Inquiry&lt;/td&gt;
&lt;td&gt;&lt;a href="mailto:yerrkj@outlook.com"&gt;yerrkj@outlook.com&lt;/a&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;YouTube Tutorials&lt;/td&gt;
&lt;td&gt;&lt;a href="https://www.youtube.com/channel/UCzr_PcLdN00gxABoTnCSZeA" rel="noopener noreferrer"&gt;https://www.youtube.com/channel/UCzr_PcLdN00gxABoTnCSZeA&lt;/a&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Bilibili Tutorials&lt;/td&gt;
&lt;td&gt;&lt;a href="https://www.bilibili.com/video/BV1UcdVBsEXb" rel="noopener noreferrer"&gt;https://www.bilibili.com/video/BV1UcdVBsEXb&lt;/a&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;




&lt;h2&gt;
  
  
  Closing
&lt;/h2&gt;

&lt;p&gt;SuperStage 26H2.0 does not aim to replace every real show system. Its role is to help teams see stage relationships earlier inside Unreal Engine, check part of the patch workflow before arriving on site, and place lighting, media, LED strips, laser visualization, drone visualization and delivery materials into one project context.&lt;/p&gt;

&lt;p&gt;For projects that need stage previsualization, DMX testing, media review, MVR / GDTF workflows, grandMA patch preparation and drawing output, SuperStage can serve as an Unreal Engine-based visualization and delivery support toolkit.&lt;/p&gt;

</description>
      <category>design</category>
      <category>productivity</category>
      <category>showdev</category>
      <category>tooling</category>
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