Network Outputs
AllWhat it's for — Network Outputs is where you add, configure, and test every protocol connection from CueSync to your lighting consoles, media servers, and show-control systems. It also shows live input source health (PRO DJ LINK, Ableton Link, MIDI) and a live monitor of connection events and latency.

The screen, region by region
The screen is divided into three tabs: Inputs, Outputs, and Monitor.
Header bar
A compact row at the top shows two summary pills:
- In: X/3 — how many of your three input sources (PRO DJ LINK, Ableton Link, MIDI) are currently delivering data. Hover the pill for a breakdown of which sources are active and which are idle.
- Out: X/Y — how many outputs are healthy out of how many are configured. Hover for a breakdown of healthy, unreachable, and offline counts.
To the right is a preset selector — a drop-down for saving and loading your full output configuration as a named network preset, useful when you move between venues. Next to it is a gear icon that opens Settings.
Quick actions bar
Three buttons appear below the header:
- Test All — runs a connection test on every configured output simultaneously and updates each output's status badge.
- Restart Failed — reconnects any output that is currently in an error or disconnected state, without touching healthy outputs.
- Monitor — jumps directly to the Monitor tab.
Inputs tab
Three cards cover your input sources:
- PRO DJ LINK — whether CueSync has joined the network and how many Pioneer players it can see.
- Ableton Link — whether the Link metronome is enabled and how many peers are present on the network.
- MIDI — connected MIDI input devices.
Outputs tab
A list of all your configured outputs. Each row shows the output name, protocol category, host address, and current status. Status can be:
- Healthy (green) — connected and sending successfully.
- Unreachable (amber) — the host address resolves but CueSync cannot reach it on the configured port. CueSync continues retrying with backoff; the rest of your rig keeps firing.
- Offline / circuit breaker open (red) — CueSync has stopped sending to this output after repeated failures. Cues that target this output will report failure in the notification bar. After a cooldown CueSync automatically probes the output and reconnects if it has recovered; if it does not come back on its own, click Restart Failed to retry immediately.
Outputs are grouped by type: lighting consoles, media servers, and audio/show-control systems. You can filter the list by type using the segment control at the top of the tab.
Adding an output — Click the + button to open the output configuration editor. Choose the output category (lighting, video, or audio/show control), then pick a protocol. Enter the host address and port — defaults are pre-filled for each protocol. Save to add the output and begin connecting. Available protocol categories:
- Lighting consoles and controllers — GrandMA 3, GrandMA 2, Avolites Titan, ETC Eos, ChamSys MagicQ, and experimental DMX-over-network output (Art-Net and sACN/E1.31 — see the gotcha below).
- Video and real-time media servers — Resolume, disguise, TouchDesigner, Unreal Engine 5, VIOSO, Pangolin BEYOND.
Unreal Engine 5 is the one output that needs a companion install: add the CueSync for Unreal plugin to your UE project, then point a UE5 output at the machine running your project. Plugin 1.1 or newer is required for clock-accurate scheduling (see Schedule on the console's clock below); older plugins fire on arrival.
- Audio and show control — QLab (OSC and UDP), MIDI Show Control.
- Custom — Custom OSC lets you define your own address patterns.
Editing an output — Click any row to open its editor. You can update the name, host, port, and predictive-lookahead timing offsets (pre-fire offset and latency compensation). Click Test Connection in the editor to verify reachability; the result shows round-trip latency or a failure message with suggested fixes. When CueSync has been monitoring the connection, the editor also shows the measured heartbeat latency (median round-trip) with a one-tap Use action that fills it straight into Latency comp — a measured starting point instead of a guess. Click Save to apply changes or Delete to remove the output.
Schedule on the console's clock (OSC timetags) — Outputs that honour OSC 1.1 bundle timetags (GrandMA3 UDP OSC, Resolume, QLab UDP, Unreal Engine 5) offer a Schedule on the console's clock checkbox in the editor. With it on, pre-fired cues are sent early as timetagged bundles and the device executes them exactly at the beat on its own clock — no software timing jitter. It needs Pre-fire or Latency comp above 0 (that opens the lookahead window the timetag schedules inside), and this machine and the device on the same clock (same computer, or NTP-synced). Unreal Engine needs the CueSync for Unreal plugin 1.1 or newer — older plugins fire on arrival. If fires land at the wrong moment, the clocks are out of sync — turn it off.
Network presets — Use the preset selector in the header bar to save your current output list as a named preset (for example, "Main Stage" or "Club Setup"). Loading a preset replaces all current outputs. You can export a preset as JSON to copy it to another machine.
Monitor tab
Live latency graphs and a log of recent connection events (connects, disconnects, circuit-breaker trips). Use this tab to confirm outputs are staying healthy over time and to diagnose intermittent failures.

Common tasks
- Add your first output — Go to Outputs tab → click + → pick the output category → select the protocol → enter the host address → Save. CueSync connects immediately.
- Test a connection — Click an output row → click Test Connection. Green means CueSync reached the destination and got a response within the timeout.
- Reconnect after a failure — Click Restart Failed in the quick actions bar. CueSync attempts to reconnect all outputs in an error state.
- Save venue configuration as a preset — Click the preset selector → Save as new preset → enter a name. You can load it instantly next time you're at the same venue.
- Check which inputs are supplying data — Hover the "In: X/3" pill in the header to see which of the three input sources are active.
Tips & gotchas
- DMX-over-network output (Art-Net and sACN/E1.31) is experimental. The output path works but has not been verified across all lighting hardware. Treat it as beta: test it against your console before relying on it in a live show. Other output types are production-ready.
- A circuit-breaker-open output does not stop other outputs from firing. Only cues that target the disconnected output are affected. The rest of your rig continues to run.
- The "Unreachable" state means the port is closed, not that the device is off. Check that the receiving software has its OSC or TCP listener enabled and on the right port.
- Test All and Restart Failed are safe to click during a show. Testing does not send cue commands — it sends a lightweight ping. Restart reconnects silently without re-firing any cue.
- Pre-fire offset and latency compensation are per-output timing fields. Setting these shifts when CueSync fires that output's cues relative to the beat, useful for outputs with known hardware processing delay.
Related
- Devices — At-a-glance output health on the main Devices dashboard
- Diagnostics — Deep connection event history and per-output uptime statistics
- Cues — Assign outputs to cue actions
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