Reality Editor is a fork version of Unreal Editor. Reality Editor handles network, video, and data processing. As a first step, Reality Editor establishes a connection between itself and "Reality API" when clicked "Play" button on the view-port. If a game runs successfully, then Reality Setup is informed about declared data members and objects like (float, integer, actors, pawns, cameras, etc..). Reality Editor works in run-time bidirectionally. These data members and objects will be automatic to be informed for each Reality Setup application.

Engine Workflow Instructions

  1. All of the prepared blueprint and other assets will be present with during the video signal process.

  2. The Reality Editor processing starts when user clicked PLAY on the Viewport.

  3. Reality Editor establish a connection with Reality Setup. This connection is bidirectional in real-time.

  4. All of the ZD Blueprint node class instances will be reflected on Reality Setup.

  5. If any Actor includes ZD Actor than it reflects on the Reality Setup. Reality Editor will be reflected to "Reality Setup" on real-time.

  6. All instances of ZD Blueprint Classes, properties and functions are reflected to the "Reality Setup".

  7. Dynamically events will be reflected between Reality Editor and Reality Setup.

  8. The Unreal Engine camera(s) provides video texture stream for the Reality Setup.

  9. The process continues until the network connection is lost.

Reality Editor Basic Workflow Schema