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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
  • Creating Widget Blueprint
  • Changing the Parent Class of Widget Blueprint
  • Adding Components
  • Coding of Example
  • Exporting Custom Events
  • Exporting Widget Blueprint
  • Using UMG in Reality API
  • Result
  1. Reality 4.27
  2. Reality Editor Guide
  3. Using UMG in Reality

Exporting Custom Events in UMG to Reality API

PreviousAsset BrushNextAdditional ZD Components

Last updated 2 years ago

Reality API allows you to use directly your custom events are created in Widget Blueprint. Your defined events appears functions tab of UMGRENDERERCOMPONENET

Creating Widget Blueprint

  • First of all, create a widget blueprint. Use ADD NEW button which is at the top left corner of the content browser window or access it via right-click an empty area of the content browser and choose it from the component menu.

Changing the Parent Class of Widget Blueprint

  • Open the "Graph" panel of widget blueprint.

  • Open "Class Settings".

  • Check the details panel.

  • Change parent class which is at under class options as ZDRealityWidget.

Adding Components

In this tutorial we will add a custom event and change a value of a textbox.

  • Open Designer tab.

  • Add a text component from palette under "Common" section.

  • Check "Is Variable" box next to the text from details panel of the text component. (You can change other properties of text such as font size etc.)

Coding of Example

  • Add a custom event. Right click and write "add custom event"

  • Get reference from text variable under "Variables" section.

  • Add set text node for "MyText" variable and connect nodes as shown in the below image.

Exporting Custom Events

  • Open Class Defaults.

  • In the details panel there is Reality section. Add a new elements to "Reality Events".

If you can't see the Reality Section you should check your Parent Class of Widget Blueprint. It must be "ZDWidgetReality".

As you can see the array element name and Custom event name is the same. If they do not match we won't see our custom event.

Exporting Widget Blueprint

  • Close the widget blueprint then open project settings from EDIT and PROJECT SETTING

  • Open Exports tab which under Reality Title.

  • Add an element to array in UMG tab under the widget classes. Set the Export Name, and set widget class as which you create before.

Using UMG in Reality API

  • Click the PLAY button of Reality Editor then connect to Reality Setup. Open the Reality Setup.

  • Right click CREATE → UMG → UMGRENDERER

  • Now there is an UMGRENDERER component. Let's connect OUTPUT of UMGRENDERER to OVERLAY input of the MIXER node as shown in the below image:

  • Just choose the UMGRENDERER and check properties which is at left of Reality Setup.

  • Change the widget class as "MyWidgetBlueprint".

  • Link nodes as shown in the below image.

Result

First, check custom event under functions tab of UMGRENDERER component.

Let's check the result.