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RealityHub 1.3
RealityHub 1.3
  • RealityHub 1.3
    • What's New
      • Hotfix Version 1.3.1
      • Hotfix Version 1.3.2
      • Hotfix Version 1.3.3
      • Hotfix Version 1.3.4
    • What is RealityHub?
      • System Overview
    • Launcher
      • Launcher Interface
      • Engine Status Colors
      • Engine Display Window
      • New Launch Configuration
    • Nodegraph/Actions
      • Nodegraph
        • Node Structure
        • RGraph
        • Operating Nodegraph
        • Advanced Preview Monitor
          • Operating Advanced Preview Monitor
        • RGraph Templates
          • Tutorial RGraphs
        • Asset Browser
      • Properties and Functions
      • Actions
        • Action Timeline Interface
        • Keyframe Types
        • Interpolations
        • Operating Actions
        • Animation Workflow Tips
        • Utilizing Initial Keyframe
        • Triggering Multiple Actions via Single Button
      • 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
    • Controlling Unreal Engine
      • Unreal Engine 5.0
        • Available Features
        • UState
          • UState User Interface
          • Advanced Preview Monitor for Unreal Engine
          • Operating UState
        • Configuration
          • Unreal Engine Configuration
          • RealityHub Configuration for Unreal Engine
      • Unreal Engine 5.1
        • Controlling Unreal Engine 5.1
        • Supported Versions
        • Available Features
        • UState
          • UState User Interface
          • APM for Unreal Engine 5.1
        • Configuration
          • Unreal Engine 5.1 Configuration
          • RealityHub Configuration for Unreal Engine 5.1
        • 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
    • User Management
      • Advanced User Management
        • User Management UI
        • Role of the Admin and Administrators
        • Example Configuration
        • License Reservation
      • Basic User Management
    • Installation and Configuration
      • System Requirements
      • Downloading Distributions
      • Installation
      • Upgrading and Downgrading
      • Database Backup and Restore
      • Page
      • Licensing
      • Configuration Steps
        • 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
        • CII Module Configuration
        • SSL Configuration
      • Recap
    • Integrations
      • Octopus Integration
        • RealityHub MOS Configuration for Octopus
        • Octopus Configuration
        • Utilizing ZD MOS Plugin
      • iNEWS Integration
        • RealityHub MOS Configuration for iNEWS
        • iNEWS Configuration
    • Developers Guide
      • RealityHub Open-Source SDK
      • REST API
    • Frequently Asked Questions
    • Glossary
    • How to Read this Documentation
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On this page
  • Before You Begin
  • Creating Blueprint
  • Defining Variables
  • Creating Material
  • Preparing Remote Control Preset
  1. RealityHub 1.3
  2. Controlling Unreal Engine
  3. Unreal Engine 5.1
  4. Example Pipeline

Utilizing Media Framework Tools

PreviousUnreal Project inside RealityHubNextOperating

Last updated 2 years ago

It is possible to utilize Unreal Engine 5.1 Media Framework tools for various tasks, such as playing a video file inside your Level through RealityHub.

Before You Begin

  • Check out the Unreal Engine 5.1 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 , and utilize it through RealityHub modules such as , , and .

Launcher Module
Asset Browser
Actions
Form Builder
Playout
LogoPlay 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