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Ventuz Designer

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Introduction
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User Interface
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2D Workflow
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3D Workflow
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Logic Workflow
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Animation Workflow
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How Tos
  • Designer How to Index
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  • How To Use the HDR Engine
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To use the Vertex Integration
  • How To Control and Customize Ventuz
Reference
  • Available Nodes
  • Animation Nodes
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Ventuz Director

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Ventuz Runtime & Configuration

  • Runtime Index
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  • Machine Configuration
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  • Runtime How Tos Index
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to Use Head Mounted Displays
  • How to Setup Spout with Ventuz
  • How to Use Newtek NDI
  • How to Use a Mixed Frame Rate Cluster
  • How to Use Tracking

How To

Designer
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How to Use the Color Difference Keyer
  • How To Use the HDR Engine
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
Runtime & Configuration
  • Runtime How Tos Index
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to use Head Mounted Displays
  • How to setup Spout with Ventuz
  • How to use Newtek NDI
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
Director
  • How To Control Multiple Graphics Independently From Each Other
  • How to use the Companion with Director

Ventuz Node Reference

ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
  • Color Picker
  • Substance Material
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
E2E
  • E2E Axis
  • E2E Data
  • E2E Control
  • E2E Layer
  • E2E Provider
  • E2E Node Overview
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
  • Get Bounding Box
  • Arrow
  • Particle System
  • Path Renderer
  • Geometry Renderer
INTERACTION
  • Interaction Rect
  • Touch Button
  • Touch Excluder
  • Touch Marker
  • Touch Paint
  • Touch Pattern
  • Touch Proxy
  • Touch Ripples
  • Touch Transformations
  • Web Browser
  • Touch Teleport
  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
  • Keyboard
  • MIDI
  • Mouse
  • Network
  • Open Sound Control
  • Serial
  • Timecode
  • DMX
  • HTTP
  • RamDiskWriter
LAYER
  • 3D Layers
  • 3D Layer Reference
  • 2D Layers
  • PSD Import Layer
  • E2E Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Text Splitter
  • Timer
  • Toggle
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
RENDER OPTIONS
  • Alpha Blending
  • Color Write
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Render Cube Map
  • Draw Modes
  • Stencil
  • ZTesting
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Gradient Texture
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Snapshot Framebuffer
  • Texture Saver
  • Video Source Selector
  • VIO Input
  • Spout Receiver
  • NDI Receiver
  • Substance Loader
  • QR Code
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
  • Spread
  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
  • Paths

Advanced and Development

  • Advanced and Development Index
  • Command Line Options
  • Ventuz IP Ports
  • Ventuz Machine Service
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz Extension API
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API
  • Lens Calibration File for FreeD
  • E2E Node Overview
  • Unreal Integration
  • Notch Integration
Remoting
  • Remoting Index
  • Remoting Overview
  • How To Control and Customize Ventuz
  • Remoting 4
  • Remoting 4 via Websockets
  • Remoting 4 via HTTP
  • Director Remoting
  • Deprecated Remoting
  • Remoting Machine Signature

Misc

  • Presets
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Ventuz and Unreal Blueprint Nodes

Table of Contents

  1. Ventuz Nodes
  2. Unreal Ventuz Blueprint Nodes
    1. Customization possibilities for data receiver / sender Blueprint nodes
      1. Get / Send Ventuz Value
      2. Get Data From Ventuz E2E Node / Send Data To Ventuz E2E Node
  3. Unreal Components
    1. VentuzActorTransformSync

Ventuz Nodes

The Ventuz Nodes used for the Unreal Engine integration do follow a more generic approach and therefor are named E2E (Engine to Engine). The default icon for an E2E node is an Engine icon. When an E2E node is connected to Unreal, the icon is automatically updated, switching to an Unreal icon, to help identify the connection exists.

E2E Layer A 3D Layer with the engine rendering in the background and depth composited with the Ventuz World. The Layer has a Engine Property Group that can be switched between Live Link and Engine Definition File. This Property Group can be ​extracted and becomes a E2E Provider Content Node. sync
E2E Provider A Content Node that creates an Engine Reference. It can be set to Live Link or Engine Definition File. This Node is the actual communication channel to the Engine Instance. Its Engine Reference Property can be bound to any E2E Data or E2E Axis Node outside an E2E Layer to communicate with a specific Engine instance. -
E2E Axis Input A Hierarchy Node that receives a World Matrix from the external Engine and applies it at that point in the Hierarchy. The Node inherits the communication channel to the external Engine per default but can be explicitly bound to an E2E Provider Node to communicate with a specific Engine Instance. async(expected delay)
E2E Axis Output A Hierarchy Node that takes the current World Matrix at that point in the Hierarchy and sends it over to the external Engine. The Node inherits the communication channel to the external Engine per default but can be explicitly bound to an E2E Provider Node to communicate with a specific Engine Instance. async(expected delay)
E2E Data Input A Content Node that receives Custom Data from the external Engine. The Node inherits the communication channel to the external Engine per default but can be explicitly bound to an E2E Provider Node to communicate with a specific Engine Instance. async(expected delay)
E2E Data Output A Content Node that sends Custom Data from to the external Engine. The Node inherits the communication channel to the external Engine per default but can be explicitly bound to an E2E Provider Node to communicate with a specific Engine Instance. async(expected delay)

Unreal Ventuz Blueprint Nodes

Name: Description:
Get Ventuz Camera TransformGet camera transform from Ventuz. Automatically does the conversion from Ventuz coordinate system to the UE4 one.
Get Ventuz Transform ValueGet a Transform value from an Axis UE4 node from Ventuz. Automatically does the conversion from Ventuz coordinate system to the UE4 one.
Get Ventuz ValueAdds a node that can be used to retrieve a single value from Ventuz
Get Data From Ventuz E2E NodeAdds a node that can be used to retrieve multiple values from Ventuz
Register Ventuz MethodRegister a custom event to be called whenever a specified Method is called in Ventuz
Send Ventuz Transform Value Send a transform value to the named Ventuz Axis UE4 node. Automatically does the conversion from UE4 coordinate system to the Ventuz one.
Send Ventuz ValueAdds a node that can be used to send a single value to Ventuz
Send Data To Ventuz E2E NodeAdds a node that can be used to send multiple values to Ventuz
Trigger Ventuz EventTrigger an event in Ventuz
UE4 to Ventuz PositionConvert a position vector from the UE4 coordinate system to the Ventuz coordinate system
UE4 to Ventuz RotationConvert a UE4 rotator to the Ventuz coordinate system Euler angle values. This is currently limited to the Ventuz XYZ Euler angle rotation order
UE4 to Ventuz ScaleConvert a scaling vector from the UE4 coordinate system to the Ventuz coordinate system
UE4 to Ventuz TransformConvert a UE4 transform to the Ventuz Coordinate system. This is currently limited to the Ventuz XYZ Euler angle rotation order
Ventuz to UE4 PositionConvert a position vector from the Ventuz coordinate system to the UE4 coordinate system
Ventuz to UE4 RotationConvert a Euler angle rotation from the Ventuz coordinate system to the UE4 rotator
Ventuz to UE4 ScaleConvert a scaling vector from the Ventuz coordinate system to the UE4 coordinate system
Ventuz to UE4 TransformConvert Ventuz coordinate system transformation values to a UE4 coordinate system Transform
Is Ventuz ConnectedReturns a boolean value indicating if the Ventuz connection is active or not
Ventuz Connection StateSplits the execution flow based on the Ventuz connection state (shortcut to Is Ventuz Connected + If)

Customization possibilities for data receiver / sender Blueprint nodes

The following Blueprint nodes have configuration options in their detail panel. The detail panel can be accessed by selecting the Blueprint node. The configuration options cannot change during Blueprint execution time and so they don't appear as connectable pins on the Blueprint nodes themselves.

Get / Send Ventuz Value

These nodes allow you to access a single field in a Ventuz E2E Data Input / Output node by naming the node and the field in the node. You'll also need to select the type of the field in the details panel of the Blueprint node as pictured here:

Get Data From Ventuz E2E Node / Send Data To Ventuz E2E Node

These nodes allow you to build and/or sync a custom data model that allows you to send / retrieve multiple fields at once to / from a Ventuz E2E Data Input / Output node. The field layout either needs to be built manually like in Ventuz by adding fields one by one in the details panel, or they can be synced over from Ventuz using the Sync Node Fields option. In order to sync from Ventuz you need to fill out the "Node in Ventuz to Sync From" field in the details pane - if there are multiple Ventuz nodes of the same name, all of their fields will be synced over, merged. In the Custom Data Model Fields section you're able to manually add/remove and edit fields (their name and type). See here for reference: It is also possible to sync the fields from UE4 into a Ventuz node if that is the preferred direction. For this the blueprint to sync from needs to have its "Node in Ventuz to Sync from" field filled out to the Ventuz node's name to sync to. After this the Sync Fields button on the Ventuz side will pull the fields over.

Unreal Components

VentuzActorTransformSync

This Actor Component works similar to the Send Ventuz Transform Value and Get Ventuz Transform Value nodes. This component handles sending and receiving transform values and their timings automatically. It validates after the physics have been applied to the actor (Post-Physics Tick Group). When selected you can change its properties in the Details panel: Using Sync Direction you either define to send the transform To Ventuz or to set the actor's transform to the value received From Ventuz. With the Ventuz Axis Node Name you define which node to send to or receive from respectively.

See also:
  • E2E Axis
  • E2E Layer
  • E2E Provider Node
  • E2E Data Nodes
  • E2E Control Node
  • How To Integrate Unreal

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