Reality 2.7 is based on Unreal® Engine 4.21. Reality Engine Server now manages its cache automatically, by keeping the mostly used content on cache, while overwriting the least used ones.
UserWidget components designed using UMG module, can be now directly exported to Reality Nodegraph without changing its base class to ZDRealityWidget. This makes the assets easily compatible with vanilla Unreal.
The public variables and functions of exported UserWidget components are directly visible in Reality Nodegraph along with the animations.
It is the same way that ZDActor works with Blueprint classes. You can have OnChanged_ callbacks and your public functions can now be called from Reality Engine API along with their input parameters.
Reality Editor now comes with an example project, where Reality Editor's functionality is demonstrated using various properties.
There is also a sample .rgraph file under the project folder:
Each UserWidget Component exported from the Reality Editor is displayed as a separate node in Reality Nodegraph, under the
The older ZDRealityWidget Component still works, but as of Reality 2.7, it is deprecated.
The Post Process Material "ShadowsAO" can now create soft masked Ambient Occlusion for ground contact shadows. This improves the realism of Augmented Reality productions by enabling compositing of contact shadows.
node can now control
node, which can capture the audio from the Unreal world using a
input to decide where to capture the sound from.
EXPERIMENTALUE media player has been introduced with frame accurate timecode andaudio support.
button to Engine Controls and Engine Server.
Reality Engine Video I/O
AJA SDK is now upgraded to v15.0.2
EXPERIMENTAL:AJA Corvid44 and Corvid88 boards now support UHD TSI mode.
EXPERIMENTAL:embedded audio I/O using AJA boards.
EXPERIMENTAL: support for AJA Kona5 12G board.
Please note that, all new experimental AJA Video I/O features are available by the new nodes accessible from
Reality Keyer can now filter input video for 4:2:2 artifacts, when creating the soft matte.
It now has an improved color unmixing algorithm for preserving edge colors.
It can now preserve the luminance of keyed pixels after screen subtraction and spill suppression. These are controlled by
You can also adjust neutral color, using
parameters like exposure adjustments for R,G,B color channels.
Reality Setup module now supports
mode is enabled.
This helps you to save all of the engine .rgraph files at once, with a single click. Please take a note that, only the engines which have a previous .rgraph file name will be able to save their .rgraph files in "gang" mode.
Launcher module can now rejoin an engine to the current running studio using
You can now initiate a "test run" on an engine from the studio configuration module, using right-click menu on the engine name and click
Launcher now monitors at the top bar, the duration of the current Studio session along with the joined engine(s).
Reality Engine Service now has a common database file to write engine logs and store content use logs, while updating the content popularity data.
This database file is created as
and all engines and control applications are accessing to this file. If that file doesn't exist, the first launching engine will create the database file and all the other engines and control applications will access to that file directly. If you delete this file, you will loose your popularity history and engine logs.
A new Launcher button has been added below the menu bar for easy access. The Launcher button for each Studio now has a bolder button.
Reality Engine Service can now manage its cache and delete the least used content until there is enough space to cache the selected content.
This new feature is using the database of content popularity in order to decide which content to delete. And the popularity is dependent on how long and how recently it has been used.
Engine Monitor modulenow has some very useful Sub tabs which displays additional details about each engines' configuration and state. Some of the new details included in this version are under the tabs "Engine System Information, Engine Runtime Logs, Engine Studio Logs, Engine Cache".
Engine Monitor can now monitor OS, video I/O hardware and CPU/GPU load/temperatures from the Reality Control Application.
Engine System Information view is now changed to provide more organised visualization of state for each component. Other detailed information about GPU, Video I/O, System, Engine version, CPU and Disk are relocated on the right side of the interface.
Engine Runtime Logs module displays Engine Name, Correlation Id, Log Type, Log and Create Time. Filter using log types, such as EngineStart, EngineStop, StudioStarting, StudioVerify, StudioCache, StudioLaunch, StudioAir and StudioStop. Now you can filter every log by date ranges and search log items.
Engine Studio Logs module displays Engine Name, Studio, Project, Map, Cook, Launching Type, Last Status, Launch Time, OnAir Time, Stop Time and Failed. Filter using log types, such as Launching Type and Launching Status.
Engine Cache Logs module displays Engine Name, Launching Type, Project, Map, Cook, Last Run Time, Total Run Time, Size and Popularity. Engine Cache Summary also displays cache file location, Max Cache Size, Used and Free size.
If Engine is executed in Administrator mode, the screen saver and power options are managed by Reality else we don't while executed as User.
Reality Control installation comes with a few sample Action Plugins (which also include source code):
Plugin.DbProvider: A plugin to query an SQL database.
Plugin.StringUtils: A set of helper functions for String operations such as uppercase, lowercase, etc...
Windows OS up to date is mandatory. Windows OS must be updated to Version 1803 for efficient operation of Reality.
NVidia graphic card drivers must be updated to Version 419.17
Reality 2.7 is certified with these updates to ensure stability of the product.
AJA drivers and firmware need to be updated using Reality Prerequisites distribution. Since AJA SDK is now updated to v15.0.2, the drivers need to be upgraded using ntv2driver-15.0.2.msi. And the latest Corvid44, Corvid88 and Kona5 firmwares are also under AJA folder.
Before installing major Reality versions, it is necessary to delete following:
RealityCache folder from C:\ drive
Reality.db from R:\Reality\Config folder
This will clear all unnecessary files for new installation.
Enabled Engine Plugins by External Developers
Updated Algorithmic Substance plugin to UE 4.21 compatible version
Blueprint function library plugin for working with JSON data. Now also works in UMG Blueprints.