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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
  • Getting Started
  • Important Points
  • Conclusion
  1. Reality 4.27
  2. Reality Tutorials and Examples
  3. Reality Editor Tutorials

Activating Fire During Runtime

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Last updated 2 years ago

Reality Editor has some differential features to binding on property changed functions. For example, we are able to activate/deactivate the particle systems depends on the change of the variable. To expose this change to the Reality Setup, we need to create a function named OnChanged_VariableName. VariableName should be the same name as the main variable name that will be changed.

This tutorial aims at three main topics:

  • Understanding to use OnChanged_ function.

  • Understanding the basic of blueprint events and emitter parameters.

  • Usability of actor ZD Actor component.

Getting Started

  • Click on ADD NEW and BLUEPRINT CLASS under Content Browser tab.

  • Click Actor.

  • Rename it as FireActor. Double Click to open. The event-graph will be appear. (You can also hit the F2 key to rename after selection.)

  • Click ADD NEW search for "Part" and click Particle System.

  • Click ADD COMPONENT search for "zd" and click ZD ACTOR

  • Click ADD COMPONENT search and find the STATIC MESH and click on it

  • The components tab will appear like this:

  • Click on ZD ACTOR and change Actor Name to FireActor on Reality tab details panel (Make sure that you changed the Actor Name on Reality tab.)

  • Click on Particle System on Components tab. In details panel, change template to P_Fire on Particles category. Uncheck Visible on Rendering category. (Note: You must include Starter Content to use P_Pire particle.)

  • Click on StaticMesh on Components tab. On the Details Panel, select static mesh as SM_Chair.

  • Under My Blueprint tab, Click ADD NEW and then VARIABLE. Subsequently, click on variable, on details panel change variable name to FireRate. Variable type is float. And check Instance Editable.

  • Under My Blueprint tab, Click ADD NEW and then FUNCTION. Rename as OnPropertyChanged_FireRate. Double click on the OnChanged_FireRate function.

IMPORTANT NOTE: You need to declare function name as OnPropertyChanged_VariableName format. Otherwise any property change will not be reflected.

  • Click on ParticleSystem under components, on the details panel Double Click on P_Fire. The emitter menu will be appear.

  • Click Spawn on Emitters tab.

  • Expand Rate on Details tab.

  • Select distribution as Distribution Float Particle Parameter.

  • Set parameter name rate.

  • Set Max Output to100.00

  • Set Constant to 0.5.

  • Back to OnPropertyChanged_FireRate function. Connect the nodes as shown in below. Do not forget to set Parameter Name as rate.

  • Click COMPILE and then SAVE on the top menu. Close the blueprint.

  • Drag your FireActor from Content Browser to the level. Launch Reality Setup. Afterward, click on the PLAY button.

  • Launch Reality Setup. FireActor will appear in the nodegraph. Click FireActor and middle click on FireRate. Change value to 50. And change it to 1. And investigate the screen. The spawn rate of fire will be changed in real-time.

Important Points

  • ZD Actor Component must be included.

  • The exposed variable name must be public (instance editable)

  • The exposed function name must follow this format: OnChanged_ExposedVariableName

Conclusion

In conclusion, we bind our variable into Reality Setup. We included ZD Actor to expose our actor object into the nodegraph. We added a new variable "FireRate" and make it instance editable. We defined new function as OnChanged_FireRate. We set up emitter parameter named as "rate" and therefore we changed our property on the nodegraph.