LogoLogo
Zero Density PortalZero Density Academy
Reality 5.3 SP2
Reality 5.3 SP2
  • Reality 5.3 SP2
    • What's New
    • From Reality 5.3 SP1 to SP2
    • User Guide
      • What is Reality Editor?
      • What is Reality Engine?
      • What is Reality Hub?
        • System Overview
      • Reality Workflow
      • Launcher
        • Launcher Interface
        • Engine Status Colors
        • Engine Display Window
        • New Launch Configuration
      • Nodegraph/Actions
        • Nodegraph
          • Node Structure
          • Node Details Panel
            • Property
            • Function
            • Function Property
            • Advanced Property
            • Node Details Info Display
            • Node Property Toolset
            • Property Watch Panel
          • Nodegraph Context Menus
            • Node Context Menu
            • Node Property Context Menu
            • Timeline Property Context Menu
            • Pin Context Menu
          • Nodegraph Menu
            • Graphs
          • Portal Pin
          • Sink Pin
          • Reroute
          • Experimental Node Category
          • Node Comment
          • Asset Browser
          • Advanced Preview Monitor
          • Operating Nodegraph
            • Navigating Inside Nodegraph
            • Creating Node
            • Node Connections
            • Incrementing and Changing Numerical Fields
            • Multiple Node Operations
            • GamePad
            • Node Info Display
            • Simplifying Node Network
            • Dynamic Nodes
              • Dynamic Node Operations
        • Actions
          • Action Timeline Interface
          • Keyframe Types
          • Interpolations
          • Operating Actions
            • Navigating Inside Actions Module
            • Animating Property
            • Triggering Multiple Actions via Single Button
            • Utilizing Initial Keyframe
            • Duplicating Keyframes
            • Reversing Animation
          • Animation Workflow Tips
        • Form Builder
          • Form Builder Interface
          • Form Builder Components
          • Customizing Component Appearance
          • Operating Form Builder
          • Data Integration
        • Gang Mode
          • Activating Gang Mode
          • Operating Gang Mode
      • Playout
        • Operating Playout
      • Newsroom
      • Cook Manager
      • User Management
        • Advanced User Management
          • User Management UI
          • Role of the Admin and Administrators
          • Example Configuration
            • Creating Administrator Account
            • Creating User Groups
            • Creating Policies
            • Creating New Users
            • Assigning Users to Groups
            • Defining User Groups Policy
          • License Reservation
        • Basic User Management
      • Hardware Monitor
        • Configuration
        • Filter
          • Metrics
          • Engines
        • Specs
        • Metric Display
        • Plot
      • Controlling Unreal Engine 5.3
        • Introduction
        • Supported Versions
        • Available Features
        • UState
          • UState User Interface
          • APM for Unreal Engine 5.3
        • Configuration
          • Unreal Engine 5.3 Configuration
          • RealityHub Configuration for Unreal Engine 5.3
        • Example Pipeline
          • Preparation
          • Exposing Actor Functions
          • Exposing Actor Parameters
          • Grouping Exposed Items
          • Creating Logic
          • Viewport Navigation
          • Unreal Project inside RealityHub
          • Utilizing Media Framework Tools
          • Operating
    • Installations
      • System Requirements
      • Reality Software Component Versions
      • Downloading Distributions
      • Reality Distribution Content
      • Installations
        • Installing Reality 5.3 SP2
        • Installing Reality Hub
          • Upgrading and Downgrading
          • Database Backup and Restore
          • Database Recovery
          • Recap
      • Licensing Reality
        • Licensing Reality 5.3 SP2
        • Licensing Reality Hub
    • Configurations
      • Configuring Peripheral Devices
        • NVidia Configuration
        • AJA Configuration
      • Configuring Reality Hub
        • General Configuration
        • Reality Loader
          • RealityEngine AMPERE Led Display
        • Engine Module Configuration
          • Adding Host
          • Adding Groups
          • Channel Assignments
          • General Engine Configuration
        • Project Configuration
        • Project Scanning
        • Cache Management
        • SSL Configuration
    • Integrations
      • Octopus Integration
        • Reality Hub MOS Configuration for Octopus
        • Octopus Configuration
        • Utilizing ZD MOS Plugin
      • iNEWS Integration
        • Reality Hub MOS Configuration for iNEWS
        • iNEWS Configuration
      • CII Module Configuration
    • Tutorials
      • Reality Actor Spawning
      • Using Plugins
      • Tracked Billboard
      • Green Screen Virtual Studio
      • Shadow and Ambient Occlusion in Augmented Reality
      • Curved LED Pipeline with Curve XR Node
        • Features
        • Preparation
        • Curve XR Node Details
        • Example Pipeline
      • Color Grading with 3D LUT Files
    • Developers Guide
      • Reality Hub Open-Source SDK
      • REST API
    • FAQ
      • Frequently Asked Questions
      • Glossary
      • How to Read this Documentation
Powered by GitBook
On this page
  • Before You Begin
  • Creating Blueprint
  • Defining Variables
  • Creating Material
  • Preparing Remote Control Preset
  1. Reality 5.3 SP2
  2. User Guide
  3. Controlling Unreal Engine 5.3
  4. Example Pipeline

Utilizing Media Framework Tools

PreviousUnreal Project inside RealityHubNextOperating

Last updated 1 year ago

It is possible to utilize Unreal Engine 5.3 Media Framework tools for various tasks, such as playing a video file inside your Level through Reality Hub.

Before You Begin

  • Check out the Unreal Engine 5.3 Documentation Page using the link above and get your scene ready accordingly.

To use Media Framework tools with a basic pipeline, your Level needs to have the content outlined in the picture above:

  • Media File Source

  • Material

  • Media Player

  • Media Texture

  • Remote Control Preset

Creating Blueprint

  • Right-click on the Content Browser and select the Blueprint Class.

  • Pick the Actor from the "Pick Parent Class" window, and give it a new name for better organization (in this case, we'll call it BP_Media)

  • Drag & drop the blueprint into the Level.

  • Double-click on the blueprint or right-click on it and select Edit.

  • Go to the Components section, click on Add button, find and select Cube.

  • Adjust the Scale parameter value of the Cube component as seen in the image above.

Defining Variables

  • Navigate to the My Blueprint section and click the Plus button to add your first Variable. If you want, you can rename it to MediaPlayer for better organization of your scene.

  • Change the Variable type to Media Player > Object Reference, as shown in the image above.

  • Go to the Details panel, select your MediaPlayer as a Default Value, as illustrated above.

  • Add another Variable, and change its type to Media Source > Object Reference.

  • Rename it as VideoTexture, and leave its Default Value empty.

  • Add another Variable, change its type to String, rename it something like File Path, and make it Instance Editable by clicking on the eye icon as illustrated above.

  • Create the node tree as shown above.

Creating Material

  • Right-click on the Content Browser and select the Material asset, rename it something like M_Media.

  • Drag & drop your Media Texture asset (in our case, it is my_MediaPlayer_Video) to the Material Editor.

  • Connect the RGB output of the Texture Sample to the Base Color input of the Material, and Save it as shown above.

  • Go to Outliner and select your Blueprint.

  • Select the Cube asset in the Details panel.

  • Go to the Materials property group and assign the material to the Element 0 slot.

Preparing Remote Control Preset

  • Right-click on the Content Browser.

  • Go to Remote Control and select the Remote Control Preset (RCP).

  • Double-click on the RCP and keep it open.

  • Go to the Details panel, select the Blueprint.

  • Expose the File Path property by clicking on the eye icon, as shown above.

  • Click on the Expose Function button.

  • Go to Actor Function > Blueprint > select the Play Video.

  • Save the RCP and then drag and drop it into the Level.

Your RCP should look like in the image above.

  • Change the exposed property's name to something like Video for better organizing.

  • Add the following suffix after the exposed property's name: _FilePath_AssetPath as illustrated above.

  • Save the RCP, then Go to File > Save All.

  • Close the Unreal Editor.

  • Image 1 shows the exposed property as a FileInput component inside the RealityHub.

  • Image 2 shows the exposed Blueprint Function as a button.

Switch to RealityHub and Launch the Project via .

Now you can select a video through utilize it through Reality Hub modules such as , , and .

Launcher Module
Asset Browser and
Actions
Form Builder
Playout
Play a Video File
Unreal Engine Documentation Link
Example Media Framework Tools in Content Browser
Asset Creation Menu
Pick Parent Class Window
Adding Blueprint Component
Changing Scale
Adding Variable
Changin Variable Type
Details Panel in Blueprint UI
Adding Variables
Node Tree
Matertial Creation
Material Editor
Assigning Material to Blueprint Cube Asset
Exposing Property Parameter
RCP
Exposed Parameter and Function to RCP
RCP Exposed Property Adding Suffix
Image 1
Image 2
Logo