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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
  • Introduction
  • Creation of Widget Blueprint
  • Changing the Parent Class of Widget Blueprint
  • Adding Components
  • Binding Variable to Component
  • Exporting UMG
  • Configure UMG in Reality Setup
  1. Reality 4.27
  2. Reality Editor Guide
  3. Using UMG in Reality

How to Use UMG with Reality

PreviousUsing UMG in RealityNextUMG Animations

Last updated 2 years ago

Introduction

In this tutorial, we will create a text component then we will change it in real-time.

Creation of Widget Blueprint

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

Blueprint object should be added to Content browser. Give it a new name e.g. "WidgetExample." Double click to open it. The blue print window shall open. The widget blueprint window has two tab viz Designer and Graph. (Check the top right of editor) By default, the widget blueprint opens up on Designer tab. Let's add some components and customize them.

Changing the Parent Class of Widget Blueprint

Before start, add some components, let's change parent class of widget blueprint.

  • Be sure that graph tab is selected.

  • Open up class settings,

  • Check the details panel,

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

Don't forget save changes!

Adding Components

  • Open the designer tab and add some components. In this example let's show a text on screen and change the variable of text in real time. Add a border and text. Just drag and drop components to canvas from palette. As shown in the below image. Put text to inside of border also.

After create text and border, add a new variable to change text in real time.

  • Open the graph tab

  • Add a new variable from left panel.

  • Give it a name.

  • Change variable to public. This is the important part. If we don't change variable as public, we can't see it in reality setup.

A variable must be String.

There are two way to make variable as public:

  • Click the eye icon next to the variable name in variables panel.

  • Or edit the 'instance editable' property from details panel. Both this ways have same effect.

Binding Variable to Component

Last step for widget blueprint is binding variable to text. For binding process, open designer panel, choose the text and check the details panel where is at right of editor.

  • In details panel, under the content tab, click the bind button then choose the variable. Save changes. Here it is widget blueprint. Let's export it to using in reality setup.

Exporting UMG

  • Close the widget blueprint then open project settings from EDIT → PROJECT SETTINGS

  • 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.

Configure UMG in Reality Setup

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

  • Open the Reality Setup.

  • Right click CREATE → UMG → UMG RENDERER

  • Now there is an UMGRENDERER node. Let's connect OUTPUT pin of the 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. First of all, set the WIDGET to widget class which is created before then export it. The variable should appear up as shown in the below image. Write something in text variable (2) and change it in Real-Time.

Let's see the Result: