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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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  1. RealityHub 1.3

Playout

PreviousOperating Gang ModeNextOperating Playout

Last updated 2 years ago

Playout is the RealityHub module where you can distribute and transmit your graphics by creating rundowns and playing your Form templates.

You can either manually input information into your Playout Form Templates or import data from external sources.

Interface

  1. Filter: The Filter feature enables you to search template forms.

  2. Channel Information: The Channel Information indicator, represented by a circle below a button, displays information about which commands will be sent to a specific Engine through a Channel Assignment.

  1. Rundown Menu: You can manage your Rundown(s) via this menu.

  2. Delete Rundown: Erases a Rundown Item from the Playout Rundown Area.

The button deletes the Rundown Item from the Rundown Area, but it remains in the database. To fully remove it, you must do so through the Rundown Menu.

  1. Jump: Sends the changed properties (single/multiple) to highlighted engines without interpolation.

This button sends the current state of the entire Template Form. Various properties have their own Jump button to send only that property value update to your Engine.

  1. Play: Sends the changed properties (single/multiple) to highlighted engines. Selected interpolation types will be applied to the changed properties and the defined duration.

  2. Interpolation allows you to select the interpolation type for the Play button. Interpolation can only be used along with the Play button.

  3. Duration allows you to define the duration of the interpolation. You can use the Duration only with the Play button.

  4. The Reset button returns the form to the values that were last submitted by the Jump or Play buttons.

  5. Save As: Saves a duplicate of the current Playout Template Form and creates a new Rundown Item.

  6. Save: Saves the current Playout Template Form.

  7. Undo: Restores the last saved value of the property.

  8. Jump: Sends the changed property value without interpolation.

  9. Engine Border indicates which Engine(s) will receive the same commands. Borders become visible when you hover your mouse over various entities, such as Play or Jump buttons.

Playout Template Form Area: It is the area where you can view and filter the forms you have created in the .

The Channel information indicator takes its color from the Channel Settings, which you can reach via Configuration > Engines > Channel Settings. See

Rundown Item Button: You can expose your buttons to be shown inside Rundown Item if you select the Show in rundown checkbox inside a suitable Form Builder component. See

Edit Keyboard Shortcuts: This button allows you to assign a shortcut to Rundown buttons. See

Override Channels: This button enables you to override the channels defined within the Form Builder. See

RT: The acronym RT is an abbreviation for real-time update. This means that any changes made to a property will be immediately visible in the scene without the need for an additional trigger. The real-time update feature can be enabled in the of a property, function, or component.

Form Builder
Channel Assignment
Form Builder Components
Assigning Shortcut
Channel Assignment
Field Settings
Playout Module