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Reality 4.27
Reality 4.27
  • Reality 4.27
    • What's New
    • Introduction to Reality
    • Reality Walkthrough
      • Reality Examples Project
      • Tracking Calibration and Fine Tuning
      • Real-Time Ray Tracing
      • Raw Input
      • Augmented Reality Virtual Studio
      • Green Screen Virtual Studio
      • Setting up Realtime Video I/O
      • Projection Cube
      • Cyclorama Setup
      • Reality Keyer and Fine Tuning
        • Keyer FOV Softness
    • Reality Editor Guide
      • How Reality Editor Works?
      • Exporting UE4 Actors to RealityHub API
        • ZDActor Component
        • Exporting Blueprint Functions
        • Texture Pins on ZDActors
        • Exporting Properties
          • Directly Readable Variable Types
          • Property Update Callbacks
            • OnChanged_Event Callback
            • OnLengthChanged_Event Callback
            • OnChanged_ Function Callback
            • OnLengthChanged_ Function Callback
      • Exporting Assets to Reality API
        • Exporting Actors
        • Exporting Custom Blueprint Node
        • Exporting Custom Material Node
        • Exporting Lens Calibration
        • Exporting Post Process Material
        • Exporting Projection Material
        • Exporting Static Mesh
        • Exporting Unreal Motion Graphics
        • Exporting Unreal Texture Assets
      • Reality Custom Material Nodes
        • Defining the Variables in Material Definition
        • Custom Material Node
      • Using UMG in Reality
        • How to Use UMG with Reality
        • UMG Animations
        • Texture Brush
        • Asset Brush
        • Exporting Custom Events in UMG to Reality API
      • Additional ZD Components
        • ZDPieChart
        • ZDText
      • Helpful Links
      • Reality Editor Settings
        • Enabling DX12 and Ray Tracing
        • Hardware Accelerated Video Decoding
        • Enabling HAP Codec
    • Reality Setup Application
      • Audio
        • Audio Delay Node
        • Virtual Set Audio
        • Audio Mixer
      • Bypass Post Process
      • Fill and Key
        • Fill and Key using Dual-link
        • Fill and Key using Quad-link
      • Crop Function
      • Level Sequencer
      • Color Matrix Node
      • Media Playback
      • Preset for H.264 in Adobe Media Encoder
      • HAP Video Codec
      • Flow Control
      • GPUDirect Technology
    • Installation and Configuration Guide
      • Hardware Platforms
        • Legacy HP Z4G4 Configuration
          • Fan and Front Card Kit
          • Certified Power Supply
          • Video I/O Card Installation
            • Mellanox ConnectX®-5 Card Installation
            • AJA Video I/O Card Installation
          • GPU installation
            • Certified GPUs
            • Connecting GPU to 1000 watts power supply
              • GPU RTX 6000 installation (8+6 pin)
            • Connecting GPU to 750 watts power supply
              • GPU RTX 6000 installation (8+6 pin) Needs 6 to 8 Pin Adapter
          • Installing RAM
          • HP Performance Advisor
      • Adding Reality User to Windows
      • Downloading Distributions
      • Installing Steps
        • Upgrading
        • Installation
      • Configuration Steps
        • NVIDIA Configuration
        • AJA Video Card Configuration
        • R Drive Mapping
        • Internet Options
      • Updating RealityEngine AMPERE
    • Licensing Guide
      • Hardware Licensing
    • Reality Tutorials and Examples
      • Reality Editor Tutorials
        • Open/Close Door
        • Exporting UE Actor to ZD API (a.k.a ZDActor)
        • Custom Blueprint Node Tutorials
          • Using Event Tick Functions and Properties
          • Adding Custom Blueprint Nodes
        • Redirection of the Reality Engine Content
        • Creating Dynamic Materials
        • Changing ZDText with Dynamic String
        • Activating Destructible Mesh
        • Reality Texture Input
        • Activating Fire During Runtime
        • Asset Migration to Another Project
        • Rotating Door by Using Function Parameters
        • Creating Custom Cyclorama
      • Nodegraph Tutorials
        • Portal Window Setup
          • Adding Clipping Plane
          • How to Position Videowall
          • Setting Portal Window and Calibration
          • Creating the Augmented Part
    • Appendices
      • A - Camera Tracking and Lens Calibration
        • Camera Tracking Information
        • Tracking Device, Physical Connections
        • Lens Calibration
      • B - Standard Unreal Engine Post Processing Pipeline
      • C - Reality Keyer
        • What is Image Based Keying?
        • Reality Keyer Pipeline
        • Physical Factors Affecting the Key
      • D - Viewing Videomask
      • E - CLASS setting for Broadcast Cameras
      • F - ZD Blueprint Node Pin Reference
      • G - Utilizing TRAXIS talentS FreeD Data
    • Knowledge Base
    • Known Issues and Limitations
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On this page
  • Adding Slate Brush Asset
  • Configuration Slate Brush
  • Exporting Slate Brush Asset
  • Creating Widget Blueprint
  • Changing Parent Class of Widget Blueprint and Exporting
  • Adding component to Widget Blueprint
  • Adding Custom Event
  • Exporting Custom Event
  • Using Asset Brush in Reality Setup
  • Result
  1. Reality 4.27
  2. Reality Editor Guide
  3. Using UMG in Reality

Asset Brush

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Last updated 2 years ago

The Asset Brush node allows you to use the "Slate Brush" asset created in the Reality Editor in Reality Setup. AssetBrush node has a single output and you only can set it to SlateBrush variable.

Adding Slate Brush Asset

Open Reality Editor and create a Slate Brush from ADD NEW → User Interface → Slate Brush or access it via right click in empty area of content browser and choose it from component menu.

Configuration Slate Brush

  • Open SlateBrush asset and configure it.

  • Save changes.

Exporting Slate Brush Asset

  • Open project settings from.

  • Open Exports tab which under Reality title.

Creating Widget Blueprint

  • Open Reality Editor and create a Slate Brush from ADD NEW → User Interface → Widget Blueprint or access it via right click in empty area of content browser and choose it from component menu.

Changing Parent Class of Widget Blueprint and Exporting

  • Open up Widget Blueprint.

  • Click Graph Tab.

  • Open the Class Settings.

  • Change "Parent Class" as ZDRealityWidget from "Details Panel".

  • Open project settings from .

  • Open Exports tab which under Reality title.

  • Add "MyWidgetBlueprint" to Widget Class

Adding component to Widget Blueprint

  • For this tutorial we will add an image component and we will set Asset Brush node to the brush of image.

  • Add an Image component from Palette under Common Section.

  • Open Graph tab.

  • Add a slate brush variable. Click eye icon to make it public.

  • Your variables should be looking like the below image.

Adding Custom Event

  • Add a custom event to the graph. And set the script as shown in the below image.

This event will set "MySlateVariable" to brush of "MyImage" variable.

Exporting Custom Event

  • Open Class Defaults of Widget Blueprint.

  • Add "SetMyLogo" event to "Reality Events" under Details.

Using Asset Brush in Reality Setup

  • Click PLAY button of editor.

  • Open Reality Setup Application.

  • Add ASSET BRUSH from Create → UMG

  • Set Brush of "AssetBrush" class.

  • Add UMGRENDERER from Create → UMG → UMG Renderer.

  • Set UMGRENDERER class.

  • Connect nodes as shown in the below image.

Result

  • Click UMGRenderer Node and execute SetMyLogo function.