Glossary
Last updated
Last updated
Concepts are fundamental to understanding complex abstract subjects. This section aims to provide a glossary to keep you across the Reality Hub features and its approach to control systems.
Part of a toolset for animating properties, calling, and triggering functions. See
Any object can be placed into a level, such as a Camera and static mesh. See
Also known as Administrative Rights, it refers to an admin username and password of an Engine that Reality Hub Server is connecting.
User who is capable of governing other users except for the Admin. See
Displaying interface for previewing an Engine scene. See
The file directory contains a project cache. The default project cache is located in the C:\cache
Locally stored Project files.
Also known as cmd.exe or cmd, is the default command-line interpreter for Microsoft Windows.
The duration that RealityHub waits for a response from your Engine before identifying changes.
Also known as exposing a parameter, the operation that allows suitable Engine elements (such as parameter, function, property, etc.) to be accessible by RealityHub.
Also known as a search filter, a tool for refining the search results of a particular module.
Standard designated port for establishing communication between RealityHub Server and Reality Loader.
The Engine that hosts Projects.
Windows computer name of the Engine you want to reach and control via RealityHub.
The Port RealityHub Server accepts connections.
File path where the Engine is installed.
Main units of the RealityHub.
Set of RGraphs shipped with RealityHub.
User-side of the Reality Hub. User operations, such as connecting two nodes, occur via the client side through Reality Hub User Interface.
Microsoft Windows Service to run Reality Hub Database.
Microsoft Windows Service to run Reality Hub.
State of an exposed parameter inside the RealityHub. See Controlling Unreal Engine & UState
See
Assigning a particular set of graphics to be rendered by an Engine(s) configuration. See
See
The method employed by the RealityHub documentation can help you distinguish various entities such as nodes, property groups, etc. See
Free-to-download version of RealityHub. See
Building block for data-driven content. Components are part of the module. See
Engine Launch mode with no operation restrictions. See
The menu lists the connected Reality Loaders. It can be reached by clicking on the Version Number. See
Storing contents and assets in platform-specific format particular formats. See
A file directory for installing and storing . See
Collective name of the Database Username, Database Password, and Database Name. See
See
A feature allows the internal behavior of the node to be investigated. See
The time that RealityHub waits between ping packets. It is measured in seconds. See
Supported Engine type & version. It refers to the Engine selection operation in the Renderer section of the Launcher module. See
Set of management tools for elements such as . Every Form Builder entity has Field Settings.
A feature provides input to various nodes to control them in a three-dimensional space. See
Nodegraph operations for multi-Engine configurations. See
The IP address RealityHub listens. See
See
Engine Launch mode with various operational restrictions. See
License type related to version upgrading within a certain period of time. See
Policies, and User and User Groups sections of the .
Act of previewing Engine scene. See
A node is an object, such as an event, function call, flow control operation, variable, etc. to define the functionality of the particular blueprint that contains it. See
A virtual board for conducting nodegraph operations. See
Two or more connected Nodes. See
Type of Policy without administrative rights. Members of the Non-administrative policy cannot use User Management and Configuration modules. See
A template form inside the Playout module. See &
Set of rules for module/user feature accessibility.
An application allows you to connect Reality Hub Server to Engines. See
Organized collection of structured information stored in the dbdata folder, contains RGraphs, Actions, etc. See
HTTP IP Address and Port for communication with Reality Hub Server. See
Engine configuration for rendering the Project. See
Button for synchronizing the gen-lock time, and I/O systems, including tracking and Video I/O. See
Logic-based pipelines consist of . See
Network drive that all Engines can read/write derived data. See
File path contains the Project that is accessible with Reality Hub for launching. See
Engine status color indicators. See &
A unique ID of the system. It must be delivered to the Licensing Team for any inquiry. See
The first & default user. It is created during the installation. See