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. See Spawning Reality Actor
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
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
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
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 RealityHub 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 RealityHub.
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 RealityHub.
HTTP IP Address
The IP address RealityHub listens. See Installation
HTTP Port
The Port RealityHub Server accepts connections.
Installation Path
File path where the Engine is installed.
License Locking
Live Mode
Engine Launch mode with various operational restrictions. See Launcher Interface