Disguise Upgrades Porta For Full Control Over Real-time Graphics In Unreal Engine 5.4

Following previews to showgoers at NAB, Disguise has released Porta 2.3—the latest update to its graphics control platform. Trusted by broadcasters such as Televisa, TUDN and DAZN, Porta 2.3 features full compatibility with Unreal Engine 5.4 and its Avalanche motion graphics toolset.

With Porta 2.3, users can manage their AR, XR and virtual production show graphics more easily than ever before. Thanks to its compatibility with Unreal Engine’s Avalanche toolset, Porta 2.3 enables both broadcasters and live events professionals to access the latest 3D motion graphics and 2D layer design tools. Whether it’s for animating text, applying effects, using transitions or more—users can create on-air compatible graphics in Unreal Engine 5.4— then control, visualise, schedule and edit their work directly from Porta’s simple-to-use interface.

What’s more, Porta is no longer a purely cloud-based platform. Porta 2.3 is available to run offline for an even more flexible workflow. Depending on their preferences, users can now easily manage, search, and tag on-premise media assets for both online and offline use.

Additional benefits for users include:

  • Easy Updates - Future-proof your workflow with full Unreal Engine compatibility, so you’ll instantaneously get the latest tools without manual integration.
  • Deeper Disguise Integration - Manage media across all Disguise servers with automatic media clean-up to improve your workflow.
  • Improved UI - Enjoy an enhanced and streamlined experience - allowing you to do more in fewer clicks.
  • Creative Support - Disguise’s Meptik creative services team can help from concept design all the way through to final delivery, so you can focus on telling your story.

You might also like...

Immersive Audio 2025: Part 1 - Consumer Demand & Format Proliferation

Welcome to Part 1 of our new series on Immersive Audio - This series examines the role of spatial audio in the competitive media landscape. It discusses production & delivery formats, technical production challenges and new creative tools & techniques.

Sports Graphics Production: Part 2 – Design, Production, VP & AR

Welcome to Part 2 of our series on Sports Graphics Production - a collection of six articles presented in two parts, that examine two key areas of live sports broadcast; data driven visualizations and the rise of virtual studio environments.

Monitoring & Compliance In Broadcast: Monitoring Video & Audio In Capture & Production

The ability to monitor Video and Audio during capture and production is becoming increasingly important, driven by the need to output to many widely different services, and doing it very quickly.

Live Sports Production: Part 3 – Evolving OB Infrastructure

Welcome to Part 3 of ‘Live Sports Production’ - This multi-part series uses a round table style format to explore the technology of live sports production with some of the industry’s leading broadcast engineers. It is a fascinating insight into w…

Sports Graphics Production: Data Driven Visualization In Sports

Here we chart the evolution of data visualization in sports broadcast, examine the technology & workflow, and pivotal role of ML in current immersive production techniques.