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The following steps will setup a basic scene to synchronize the following:

  • Spot light color (Color Vector)

  • Spot light intensity (Float)

  • Material assignment .(Texture Reference)

Sample_03_LightSync.png

1. Reference Space Connection

image-20240506-193022.png

a. Attempting to post a property update to a Space before the connection is complete will throw an error.

b. The Cavrnus blueprint “Await Any Space Connection” allows you to bind a custom event that will be issued once the connection is made.

c. This technique assures that no updates will be attempted until a valid Space is available.

d. Store a pointer to the Space as a variable. This will serve as a convenient reference for future steps.

2. Bind UI Properties to Journal

image-20240506-211426.pngimage-20240506-212428.png

When using a User Interface to interact with synchronized scene objects, be sure to update the state of the user interface as part of the workflow.

a. Use a custom event to bind the property of the UI component to the Journal. This will update the UI when changes are made in the Journal.

b. Note the variable references to the Bind Property blueprint. The String variables can be set directly in Class Settings, or in the field of the Blueprint graph.

i. Space Connection: The reference to the Cavrnus Space assigned in Step 1.

ii. Container Name: The name of the container (String) in the Journal where the property value can be located. (NB: This is Case Sensitive.)

iii. Property Name: The name of the property (String) in the Journal that stores the specific property value. (NB: This is Case Sensitive).

c. Pass the resulting value to a setter for the local UI component state.

3. Bind Scene Properties to Journal

image-20240506-211945.png

While the local UI update could be passed on to the local scene properties through blueprint interactions, it is recommended to update the scene properties directly from the Journal to ensure valid entries.

a. Use a custom event to bind the property of the object to the Journal. This will trigger an update to the local instance when changes are made in the Journal.

b. Note the variable references to the Bind Property blueprint. The String variables can be set directly in Class Settings, or in the field of the Blueprint graph.

i. Space Connection: The reference to the Cavrnus Space assigned in Step 1.

ii. Container Name: The name of the container (String) in the Journal where the property value can be located. (NB: This is Case Sensitive.)

iii. Property Name: The name of the property (String) in the Journal that stores the specific property value. (NB: This is Case Sensitive).

c. Pass the resulting value to a setter for the local property.

4. Post Updates From Interaction

image-20240506-213809.png

The last step in the cycle is to post updates to the Journal as changes are made in the local scene. This can be triggered by object reference events or directly from the User Interface, if one is used in the scene.

a. Trigger the update using an event trigger in the scene. Be sure to use an event trigger that will occur frequently enough to keep the Journal current. However, avoid generating too many updates from high frequency events, such as Tick events.

b. Post the Boolean Property using the Cavrnus “Post Bool Property Update” blueprint.

c. Be sure to confirm Container and Property string values match with other users connected to your Space.

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Table of Contents
minLevel1
maxLevel2
outlinefalse
stylenone
typelist
printabletrue

Info

References:

For more information on working with Unreal Engine plugins, refer to the UE Documentation.


Tip

Next Steps

The plugin is enabled and the Cavrnus menu appears at the top of the Unreal Editor. Next, let’s Add the Cavrnus Spatial Connector to Your Level!