Beschreibung
▶ Trailer | 🎬 Cinematic Showcase | 📖 Documentation | 🌐 Website
🪩 Experience a physically based mirror ball, built by a lighting designer to previz quality for Unreal Engine.
PVE Mirror Ball System is a premium C++ plugin that brings the classic mirror ball to Unreal Engine the way it really looks on stage. The pin spot hits the ball, and every mirror tile reflects its own light ray with the real mirror law. Each ray is traced into your level, so the light dots land correctly on walls, floors, trusses and people. In haze you see hundreds of crisp light shafts turning around the room.
Mirror balls are rarely done properly in real-time engines. Most are a texture or a fake projection. This system calculates the reflections per tile, and you can control it live from a real lighting desk over DMX. That makes it ideal for concert and club previz, music videos, virtual production and cinematic renders.
The plugin isn't only a demo scene. It's a reusable lighting fixture: drop as many balls as you like into any level, patch them in your lighting console, animate them in Sequencer and render them with Movie Render Queue.
✨ Key Features
About 1800 real mirror tiles on an instanced mesh (only a few draw calls)
Up to 3000 reflection rays (1200 by default), each line-traced into the level
Tile-shaped light dots on walls, floors and objects
Visible light shafts in haze with a simple Haze Amount slider
Realistic pin spot fixture (housing in a hanging yoke) with adjustable distance, height, zoom, RGB colour, strobe, lens glow and hotspot
Real light blocking: objects between the pin spot and the ball cast the ball into shadow, so no reflections come from the shadowed part
Realistic twinkle of mirror tiles near the hotspot
Motorised chain hoist with real chain links: raise or lower the ball smoothly
Full DMX control (Art-Net / sACN): 8 channels for dimmer, rotation, red, green, blue, strobe, zoom and chain length
GDTF fixture file included for consoles and visualisers
Sequencer ready: all show parameters keyable, with clean and repeatable Movie Render Queue renders
One-click demo: optional built-in room and haze
Camera director (keys 1–4) and fly-through game mode included
Example level included
Packaged builds: works in packaged Windows builds, no Visual Studio needed when installed from Fab
Optimised: line traces run on all CPU cores, and stat PVEMirrorBall shows the cost of each part
Works in MegaLights projects, with optional MegaLights support for the reflection lights
Tested live with ChamSys MagicQ over Art-Net
Suitable for Concert & Festival Previz, Nightclubs, Music Videos, Virtual Production, Events, Cinematics and Retro / Disco scenes
Use one hero ball or a whole row of balls, each on its own DMX address
🛠️ Technical Details
| Code: 1 Runtime C++ module (PVEMirrorBallSystem), 3 C++ classes, 0 Blueprints
| Content: 4 Materials (packaged-build safe), 2 Static Meshes (pin spot fixture), 1 Example Map
| DMX: 8 channels per ball, default Universe 5 / Address 6 (fully adjustable)
| Protocol: uses Unreal's DMX Protocol plugin for Art-Net and sACN (Unreal Documentation)
| Engine versions: Unreal Engine 5.6, 5.7 and 5.8
| Platforms: Windows (Win64)
| Network replicated: No
| Workflow: Sequencer and Movie Render Queue
💬 Contact & Support
If you have any issues or questions, feel free to contact me by e-mail. I'll get back to you as soon as possible.
📧 Email: [email protected]










