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Version: RealityHub 1.3

Glossary

Concepts are fundamental to understanding complex abstract subjects. This section aims to provide a glossary to keep you across the Reality Hub features and its approach to control systems.

Action

Part of a toolset for animating properties, calling, and triggering functions. See Actions

Actor

Any object can be placed into a level, such as a Camera and static mesh.

Administrative Privileges

Also known as Administrative Rights, it refers to an admin username and password of an Engine that Reality Hub Server is connecting.

Administrator

User who is capable of governing other users except for the Admin. See The Admin

Advanced Preview Monitor

Displaying interface for previewing an Engine scene. See APM

Cache Directory

The file directory contains a project cache. The default project cache is located in the C:\cache

Cache

Locally stored Project files.

Canvas

See Nodegraph Canvas

Channel Assignment

Assigning a particular set of graphics to be rendered by an Engine(s) configuration. See Channel Assignment

Client

See Reality Hub Client

Coloring

The method employed by the Reality Hub documentation can help you distinguish various entities such as nodes, property groups, etc. See How to Read this Documentation

Command Prompt

Also known as cmd.exe or cmd, is the default command-line interpreter for Microsoft Windows.

Community Edition

Free-to-download version of Reality Hub. See FAQ

Component

Building block for data-driven content. Components are part of the Form Builder module. See Form Builder Components

Configuration Mode

Engine Launch mode with no operation restrictions. See Launcher Interface

Connected Loader

The menu lists the connected Reality Loaders. It can be reached by clicking on the Version Number. See Reality Loader

Cooking

Storing contents and assets in platform-specific format particular formats. See Cook Manager

Data Directory

A file directory for installing and storing Reality Hub Database. See Installation

Database Credentials

Collective name of the Database Username, Database Password, and Database Name. See Installation

Database

See Reality Hub Database

Debugging

A feature allows the internal behavior of the node to be investigated. See Node Structure

Engine Ping Interval

The time that Reality Hub waits between ping packets. It is measured in seconds. See General Engine Configuration

Engine Timeout

The duration that Reality Hub waits for a response from your Engine before identifying changes.

Engine Type

Supported Engine type & version. It refers to the Engine selection operation in the Renderer section of the Launcher module. See Launcher

Exposing

Also known as exposing a parameter, the operation that allows suitable Engine elements (such as parameter, function, property, etc.) to be accessible by Reality Hub.

Field Settings

Set of management tools for Form Builder elements such as Form Builder Components. Every Form Builder entity has Field Settings.

Filter

Also known as a search filter, a tool for refining the search results of a particular module.

Fixed Port

Standard designated port for establishing communication between Reality Hub Server and Reality Loader.

GamePad

A feature provides input to various nodes to control them in a three-dimensional space. See Node Structure

Gang

Nodegraph operations for multi-Engine configurations. See Gang Mode

Host

The Engine that hosts Projects.

Hostname

Windows computer name of the Engine you want to reach and control via Reality Hub.

HTTP IP Address

The IP address Reality Hub listens. See Installation

HTTP Port

The Port Reality Hub Server accepts connections.

Installation Path

File path where the Engine is installed.

License Locking

See License Reservation

Live Mode

Engine Launch mode with various operational restrictions. See Launcher Interface

Maintenance

License type related to version upgrading within a certain period of time. See Licensing

Management Object

Policies, and User and User Groups sections of the Advanced User Management Module.

Module

Main units of the Reality Hub.

Monitoring

Act of previewing Engine scene. See APM

Node

A node is an object, such as an event, function call, flow control operation, variable, etc., that can be used in the RGraph to define the functionality of the particular blueprint that contains it. See Node Structure

Nodegraph Canvas

A virtual board for conducting nodegraph operations. See Nodegraph

Nodegraph Template

Set of RGraphs shipped with Reality Hub.

Node Tree

Two or more connected Nodes. See Operating Nodegraph

Non-Administrative

Type of Policy without administrative rights. Members of the Non-administrative policy cannot use User Management and Configuration modules. See Advanced User Management

Playout Template Form

A template form inside the Playout module. See Form Builder & Playout

Policy

Set of rules for module/user feature accessibility. Advanced User Management

Reality Loader

An application allows you to connect Reality Hub Server to Engines. See Reality Loader

Reality Hub Client

User-side of the Reality Hub. User operations, such as connecting two nodes, occur via the client side through Reality Hub User Interface.

Reality Hub Database

Organized collection of structured information stored in the dbdata folder, contains RGraphs, Actions, etc. See Database Backup and Restore

Reality Hub Database Service

Microsoft Windows Service to run Reality Hub Database.

Reality Hub Service

Microsoft Windows Service to run Reality Hub.

Reality Hub URL

HTTP IP Address and Port for communication with Reality Hub Server. See Reality Loader

Renderer

Engine configuration for rendering the Project. See Launcher

Re-Time

Button for synchronizing the gen-lock time, and I/O systems, including tracking and Video I/O. See Launcher Interface

RGraph

Logic-based pipelines consist of node trees. See RGraph

Shared DDC

Network drive that all Engines can read/write derived data. See General Engine Configuration

Shared Folder

File path contains the Project that is accessible with Reality Hub for launching. See Launcher

Status Colors

Engine status color indicators. See Status Colors & RealityEngine AMPERE Led Display

System ID

A unique ID of the system. It must be delivered to the Licensing Team for any inquiry. See Licensing

The Admin

The first & default user. It is created during the installation. See Role of the Admin and Administrators

UState

State of an exposed parameter inside the Reality Hub. See Controlling Unreal Engine & UState