LogoLogo
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
Powered by GitBook
On this page
  • Getting Started with Properties and Functions
  • Conclusion
  1. Reality 4.27
  2. Reality Tutorials and Examples
  3. Reality Editor Tutorials
  4. Custom Blueprint Node Tutorials

Using Event Tick Functions and Properties

PreviousCustom Blueprint Node TutorialsNextAdding Custom Blueprint Nodes

Last updated 2 years ago

Zero Density Blueprint Node object provides node-based pin I/O system for "Reality Setup" in real-time. Only specified pin data types can be exported into Reality Setup. You cannot place your object instance into level, because ZD Blueprint Node Class is not an actor. In this tutorial, we will instantiate a new Blueprint Node object and expose it on Reality Setup. This tutorial is aiming to understand properties and using Event Tick nodes.

This tutorial aims to show the following topics.

  • How to instantiate Object and setup environment

  • Usability of ZD Blueprint Node member functions.

  • Using ZD Blueprint node on reality setup.

Getting Started with Properties and Functions

  • Click On ADD NEW button on the Content Browser tab.

  • Click on BLUEPRINT CLASS from menu.

  • Click on ZD BLUEPRINT NODE

  • Rename it as ColorNode, press enter and double click to open it. (You can also hit F2 key rename after select on.)

  • After double click on ColorNode, the Blueprint Event-graph will appear.

  • Click on +ADD NEW and VARIABLE

  • Rename it as ColorStruct and press Enter.

  • Click on ColorStruct under the Variables section.

  • Click on BOOLEAN near to Variable Type on Details Panel. (Details tab is on right side.)

  • Search it for "linear" word and select on Linear Color.

  • Click COMPILE and SAVE from top menu.

From now on, we created a new ZD Node Blueprint class object and renamed it as ColorNode. We created a new variable named ad ColorStruct. Changing variable type to “Linear Struct”. We prepared our objects and variables. From there, we need to set event nodes and execute pins. We are ready to expand our node blueprint.

  • On left panel, move your cursor on functions. Override button will be appear. Click override and click ON CONSTRUCT. The on construct will be created.

  • Right click on the space area on event-graph. Search for "add color" and Click ADD COLOR PROPERTY

  • Drag and place the execution pins(white ones) as shown in below:

  • Change Property Name to ColorStruct on the ADD COLOR PROPERTY function.

  • Right click on the space and search for Set Node Tick and connect the nodes. Afterwards, check New Needs Tick on SET NODE TICK

  • Drag and Drop ColorStruct from variables section to the event-graph space. Select Set ColorStruct. (As alternatively, hold ALT key and drag ColorStruct to the space.)

  • Right click into space. Search for "event tick" and click Event On Tick.

  • Right click on space, search for nodes and connect the pins shown as in below. You can search for `Set ColorStruct` for assigning a value into ColorStruct. Do not forget to set Random Float in Range Max pin to 255. Do not forget to set the Property Name as ColorStruct.

  • The full of blueprint looks like this. Nodes could be set up on different locations. Click COMPILE and SAVE. Check if the blueprint is correct. Close the ColorNode blueprint.

As so far, We finished the functionally part of blueprint. We used ADD COLOR PROPERTY, SET COLOR PROPERTY and SET NODE TICK to modify our blueprint node. You can look at Blueprint Node Reference for furthermore functions. We set random RGB colors for every tick(frame change). The components of ColorStruct will be changed for every frame change and our node will be updated.

  • Click EDIT and EDITOR PREFERENCES from top menu.

  • Scroll down, Click EXPORT under REALITY category. Follow the steps. Click + button for a new NodeClass. Click 0 to expand. Click Node Class and select ColorNode. You can fill other areas. Close Project Settings.

  • Launch Reality Setup application. After launched, click play on top menu from Reality Editor.

  • While Run Reality Setup. Right click on space. Click Create, click category named as "First Category". Click to Color Node.

  • Click on First Node and watch the ColorStruct values.

Conclusion

We learned how the create ZD Blueprint Node Class with using Unreal Engine Blueprints. We added blueprint variable into our node for create Color Property. You can modify your Input/Output pins with creating nodes. You also can to add Input/Output pins with using ADD INPUT PIN or ADD OUTPUT PIN to server data.