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
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
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 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
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. 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, Graphs, 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