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Engine API

Introduction

The following document presents all the endpoints callable via Data Hub on a running Engine instance. All changes are applied immediately. However, changes to some properties of the World Settings in Live mode might result in a restart of Pixotope modules and a brief reduction in performance.

To learn about more advanced usage of these endpoints jump to: Advanced RPC Usage.

Object Setting

Calls allowing for scene manipulation.

SetProperty

SetProperty

Set a property value for a given actor. Apart from basic types, supports properties in structs, arrays and asset names.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • PropertyPath STRING ARRAY STRING Dot-separated path to the targeted property, or an array of such paths. Hover over the star left of your property in the Engine to learn the desired value.

  • Value STRING STRING ARRAY ANY The value to be applied. Strings are parsed into proper formats, but raw numbers should be (for the most part) supported too. If provided with an array will try to match to the array of PropertyPaths. Supports struct imports in both a format of JSON or the Unreal's text import format.

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

Example 1 - Set intensity on a light component.

Call (you send) Topic: {"Type":"Call","Target":"TJCGWS040-Engine","RespondTo":"TJCGWS040-TestClient","Method":"SetProperty","ID":"000"} Message: {"Params":{"ObjectSearch":"SpotLight_1.LightComponent0","PropertyPath":"Intensity","Value":100}}

CallResult (you can receive, if subscribed) Topic: {"Type":"CallResult","Target":"TJCGWS040-TestClient","ExecutedOn":"TJCGWS040-Engine","Method":"SetProperty","ID":"000"} Message: {"Result":[{}]}

Update (you can receive, if subscribed) Topic: {"Type":"Update","Target":"BROADCAST","Source":"TJCGWS040-Engine","Name":"World.PropertyChanged"} Message: { "Value": { "Owner": "SpotLight_1.LightComponent0", "Name": "Intensity", "PrettyName": "Intensity", "Type": "float", "AdjustmentStatus": "MODIFIED", "Value": "100.000000" } }

Example 2 - Set intensity and color of two light components at once. Don't broadcast updates.

Call (you send) Topic: {"Type":"Call","Target":"TJCGWS040-Engine","RespondTo":"TJCGWS040-TestClient","Method":"SetProperty","ID":"000"} Message: {"Params":{"ObjectSearch":["SpotLight_1.LightComponent0","SpotLight2.LightComponent0"],"PropertyPath":["Intensity","LightColor"],"Value":[100,"(R=255,G=0,B=0)"],"BroadcastUpdate":false}}

CallResult (you can receive, if subscribed) Topic: {"Type":"CallResult","Target":"TJCGWS040-TestClient","ExecutedOn":"TJCGWS040-Engine","Method":"SetProperty","ID":"000"} Message: {"Result":[{}]}

Example 3 - Apply blue color grading to the graphics.

Call (you send) Topic: {"Type":"Call","Target":"TJCGWS040-Engine","RespondTo":"TJCGWS040-TestClient","Method":"SetProperty","ID":"000"} Message: {"Params":{"ObjectSearch":"post_process_handler","PropertyPath":["Settings.bOverride_ColorGamma","Settings.ColorGamma.X","Settings.ColorGamma.Y","Settings.ColorGamma.Z"],"Value":[true,0.0,0.0,1.0]}}

CallResult (you can receive, if subscribed) Topic: {"Type":"CallResult","Target":"TJCGWS040-TestClient","ExecutedOn":"TJCGWS040-Engine","Method":"SetProperty","ID":"000"} Message: {"Result":[{}]}

Update (you can receive, if subscribed) Topic: {"Type":"Update","Target":"BROADCAST","Source":"TJCGWS040-Engine","Name":"World.PropertyChanged"} Message: { "Value": { "Owner": "PostProcessHandler_0", "ObjectSearchTag": "post_process_handler", "Path": "Settings.", "Name": "bOverride_ColorGamma", "PrettyName": "Override Color Gamma", "Type": "bool", "AdjustmentStatus": "MODIFIED", "Value": "True" } }

Update (you can receive, if subscribed) Topic: {"Type":"Update","Target":"BROADCAST","Source":"TJCGWS040-Engine","Name":"World.PropertyChanged"} Message: { "Value": { "Owner": "PostProcessHandler_0", "ObjectSearchTag": "post_process_handler", "Path": "Settings.ColorGamma.", "Name": "X", "PrettyName": "X", "Type": "float", "AdjustmentStatus": "MODIFIED", "Value": "0.000000" } }

Update (you can receive, if subscribed) Topic: {"Type":"Update","Target":"BROADCAST","Source":"TJCGWS040-Engine","Name":"World.PropertyChanged"} Message: { "Value": { "Owner": "PostProcessHandler_0", "ObjectSearchTag": "post_process_handler", "Path": "Settings.ColorGamma.", "Name": "Y", "PrettyName": "Y", "Type": "float", "AdjustmentStatus": "MODIFIED", "Value": "0.000000" } }

Update (you can receive, if subscribed) Topic: {"Type":"Update","Target":"BROADCAST","Source":"TJCGWS040-Engine","Name":"World.PropertyChanged"} Message: { "Value": { "Owner": "PostProcessHandler_0", "ObjectSearchTag": "post_process_handler", "Path": "Settings.ColorGamma.", "Name": "Z", "PrettyName": "Z", "Type": "float", "AdjustmentStatus": "MODIFIED", "Value": "1.000000" } }

SetPropertiesWithJSON

SetPropertiesWithJSON

This call is scheduled for deprecation. Please use SetProperty with an array of property paths instead.

Set values for multiple properties.

Params:

  • JSON STRING ObjectSearch (string, optional), Value (string, optional), BroadcastUpdate (bool, optional, default: true), Properties (an array of objects with PropertyPath(string), and optional overrides for ObjectSearch, Value, and BroadcastUpdate)

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

ResetProperty

ResetProperty

Reset a property value for a given actor.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • PropertyPath STRING ARRAY STRING Dot-separated path to the targeted property, or an array of such paths. Hover over the star left of your property in the Engine to learn the desired value.

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

Example - Reset the graphics color grading gamma. (Set in a SetProperty example.)

Call (you send) Topic: {"Type":"Call","Target":"TJCGWS040-Engine","RespondTo":"TJCGWS040-TestClient","Method":"ResetProperty","ID":"000"} Message: {"Params":{"ObjectSearch":"post_process_handler","PropertyPath":"Settings.ColorGamma"}}

CallResult (you can receive, if subscribed) Topic: {"Type":"CallResult","Target":"TJCGWS040-TestClient","ExecutedOn":"TJCGWS040-Engine","Method":"ResetProperty","ID":"000"} Message: {"Result":[{}]}

CallFunction

CallFunction

Call a method on a given object. This is the main and recommended way of handling live input and controls.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • FunctionName STRING

  • FunctionArguments STRING ARRAY OPTIONAL

SetVisibility

SetVisibility

Set actor's / component's visibility.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value. Actors only!

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

  • Visibility BOOL

ResetVisibility

ResetVisibility

Reset actor's / component's visibility.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value. Actors only!

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

SetMobility

SetMobility

Set actor's / component's mobility.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value. Actors only!

  • Mobility ENUM Allowed values: NO_TRANSFORM, STATIC, STATIONARY, or MOVABLE)

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

ResetMobility

ResetMobility

Reset actor's / component's mobility.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value. Actors only!

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

SetTransform

SetTransform

Set actor's or component's relative transform.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • Transform FLOAT ARRAY OPTIONAL Consecutively: LocX, LocY, LocZ, RotX, RotY, RotZ, SclX, SclY, SclZ. Invalid or missing values will be ignored. Can be an array longer than 9 to apply different transforms when targetting multiple objects.

  • Location FLOAT ARRAY OPTIONAL Consecutively: LocX, LocY, LocZ. Invalid or missing values will be ignored.

  • Rotation FLOAT ARRAY OPTIONAL Consecutively: RotX, RotY, RotZ. Invalid or missing values will be ignored.

  • Scale FLOAT ARRAY OPTIONAL Consecutively: SclX, SclY, SclZ. Invalid or missing values will be ignored.

  • IgnorePattern BOOL ARRAY OPTIONAL Allows to ignore certain values from being applied. Consecutively: LocX, LocY, LocZ, RotX, RotY, RotZ, SclX, SclY, SclZ. Can be an array longer than 9 to apply different ignore patterns when targetting multiple objects. Default: all false

  • IsDelta BOOL OPTIONAL Should given transform values be added to the exiting transform. Default: false

  • IsLocalTranslation BOOL OPTIONAL If IsDelta, should we add location along local axis. Default: false

  • IsLocalRotation BOOL OPTIONAL If IsDelta, should we add rotation along local axis. Default: false

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

ResetTransform

ResetTransform

Reset object's transform.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • ResetPattern BOOL ARRAY OPTIONAL Consecutively: LocX, LocY, LocZ, RotX, RotY, RotZ, SclX, SclY, SclZ. Default: all false

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

SetRenderLayer

SetRenderLayer

Set actor's or component's render layer.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

  • RenderLayer ENUM Allowed values: FOREGROUND, AR_HOLDOUT, AR_SHADOW_CATCHER, VS_TRANSLUCENT, AR_TRANSLUCENT.

ResetRenderLayer

ResetRenderLayer

Reset actor's or component's render layer.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

ResetObject

ResetObject

Reset all object's adjustments.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • ShouldResetComponents BOOL OPTIONAL Default: true

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

Object Spawning

A group of calls allowing for spawning and deleting actors and components from the scene.

SpawnActor

SpawnActor

Spawn a new actor.

Params:

  • ActorType STRING

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

SpawnComponent

SpawnComponent

Add a component to an actor.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • ComponentType STRING

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

DeleteSpawnedObject

DeleteSpawnedObject

Delete an existing actor. Works only for the actors previously spawned through the API.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value. API-spawned Actors only!

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

DeleteAllSpawnedActors

DeleteAllSpawnedActors

Delete all spawned actors.

Params:

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

RenameSpawnedActor

RenameSpawnedActor

Rename a previously spawned actor.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value. API-spawned Actors only!

  • NewName STRING

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

SetActorParent

SetActorParent

Set one actor to be another's parent.

No params.

Object Getting

Calls allowing for getting the information about the scene.

GetProperty

GetProperty

Send JSON describing a property to Data Hub.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • PropertyPath STRING ARRAY STRING Dot-separated path to the targeted property, or an array of such paths. Hover over the star left of your property in the Engine to learn the desired value.

  • RecursionDepth INT OPTIONAL Default: 1

GetFunction

GetFunction

Send JSON describing a function to Data Hub.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • FunctionName STRING

GetTransform

GetTransform

Send JSON describing actor's or component's relative transform to Data Hub.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

GetObject

GetObject

Send JSON describing an object to Data Hub.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • RecursionDepth OPTIONAL DEFAULT:1

GetWorld

GetWorld

Send JSON describing the currently active world to Data Hub.

Params:

  • ShouldIncludeActors BOOL OPTIONAL Default: true

  • RecursionDepth INT OPTIONAL Default: 1

Example 1 - Get World's metadata only.

Call (you send) Topic: {"Type":"Call","Target":"XXX-Engine","RespondTo":"XXX-Client","Method":"GetWorld","ID":"000"} Message: {"Params":{"ShouldIncludeActors":false}}

CallResult (you can receive, if subscribed) Topic: {"Type":"CallResult","Target":"XXX-Client","ExecutedOn":"XXX-Engine","Method":"GetWorld","ID":"000"} Message: { "Result": [ { "World": { "Name": "LVL_PixotopeVSSample", "PrettyName": "LVL_PixotopeVSSample", "Type": "Editor", "CompositingMode": "Internal", "IsDirty": false } } ] }

Example 2 - Get a list of actors.

Call (you send) Topic: {"Type":"Call","Target":"XXX-Engine","RespondTo":"XXX-Client","Method":"GetWorld","ID":"000"} Message: {"Params":{"ShouldIncludeActors":true,"RecursionDepth":0}}

CallResult (you can receive, if subscribed) Topic: {"Type":"CallResult","Target":"XXX-Client","ExecutedOn":"XXX-Engine","Method":"GetWorld","ID":"000"} Message: { "Result": [ { "World": { "Name": "LVL_PixotopeVSSample", "PrettyName": "LVL_PixotopeVSSample", "Type": "Editor", "CompositingMode": "Internal", "IsDirty": false, "Actors": [ { "Name": "WorldSettings_1", "PrettyName": "WorldSettings1", "Type": "WorldSettings", "AdjustmentStatus": "ORIGINAL", "Visibility": true, "Mobility": "NO_TRANSFORM", "RenderLayer": "NONE" } ] } } ] }

World Settings

Calls allowing for manipulating World Settings.

ResetSettings

ResetSettings

This call is scheduled for deprecation. Please use ResetProperty with an array of PropertyPaths instead.

Reset pixotope settings group.

Params:

  • SettingsGroup STRING Legacy grouping of settings. Please use a different call.

GetSettings

GetSettings

This call is scheduled for deprecation. Please use GetProperty instead with an array of PropertyPaths instead.

Send current values of a settings group to Data Hub.

Params:

  • SettingsGroup STRING Legacy grouping of settings. Please use a different call.

  • ShouldIncludeDetails BOOL OPTIONAL Default: true

Adjustments

Calls exposed by the Pixotope Engine's adjustment system.

GetPropertyAdjustmentStatus

GetPropertyAdjustmentStatus

Check if a particular property was modified. Possible AdjustmentStatus values: UNKNOWN, DEFAULT, MODIFIED, SPAWNED, EDITOR

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • PropertyPath STRING ARRAY STRING Dot-separated path to the targeted property, or an array of such paths. Hover over the star left of your property in the Engine to learn the desired value.

GetVisibilityAdjustmentStatus

GetVisibilityAdjustmentStatus

Check if a particular object's visibility was modified. Possible AdjustmentStatus values: UNKNOWN, DEFAULT, MODIFIED, SPAWNED, EDITOR

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

GetMobilityAdjustmentStatus

GetMobilityAdjustmentStatus

Check if a particular object's mobility was modified. Possible AdjustmentStatus values: UNKNOWN, DEFAULT, MODIFIED, SPAWNED, EDITOR

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

GetTransformAdjustmentStatus

GetTransformAdjustmentStatus

Check if a particular object's transform was modified. Possible AdjustmentStatus values: UNKNOWN, DEFAULT, MODIFIED, SPAWNED, EDITOR

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

GetRenderLayerAdjustmentStatus

GetRenderLayerAdjustmentStatus

Check if a particular object's render layer was modified. Possible AdjustmentStatus values: UNKNOWN, DEFAULT, MODIFIED, SPAWNED, EDITOR

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

GetObjectAdjustmentStatus

GetObjectAdjustmentStatus

Check if a particular object was modified. Possible AdjustmentStatus values: UNKNOWN, DEFAULT, MODIFIED, SPAWNED, EDITOR

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

WasObjectSpawned

WasObjectSpawned

Check if a particular object was spawned with API.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

WasAnyObjectSpawned

WasAnyObjectSpawned

Check if any object was spawned.

No params.

WasAnythingModifed

WasAnythingModifed

Check if any objects, parameters or settings were modified in this world.

No params.

ResetAllAdjustments

ResetAllAdjustments

Reset all adjustments applied to this world.

Params:

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

BakeAllAdjustments

BakeAllAdjustments

Bakes all adjustments permanently into the world. Works in the editor mode only.

No params.

Other

GetVersion

GetVersion

Returns Pixotope and Unreal Engine versions

No params.

ExecuteConsoleCommand

ExecuteConsoleCommand

Execute a command in the engine console.

Params:

  • Command STRING An engine console command to execute.

  • BroadcastUpdate BOOL OPTIONAL Should Engine send an Update message for changed values? Default: true

GetCompositingMode

GetCompositingMode

Send the compositing mode of current world. Possible return values: Internal, External

No params.

OpenLevel

OpenLevel

Load a new level without closing the project.

Params:

  • LevelPath(example: Levels/TestMap0) STRING

ReopenLevel

ReopenLevel

Reload the current level without closing the project.

No params.

GetAutolayout

GetAutolayout

Feature under development.

Send a list of function descriptions that were marked for auto-layouting.

Params:

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

GetSpecialObjectMappings

GetSpecialObjectMappings

Get all the object names mapped to a certain object search tag.

Params:

  • ObjectSearchTag STRING Pixotope object search tag. For example: post_process_handler.

GetAllSpecialObjectMappings

GetAllSpecialObjectMappings

Get all the object search tags with object names mapped to them.

No params.

BroadcastWorldUpdate

BroadcastWorldUpdate

Force a broadcast for a particular property.

Params:

  • UpdateType STRING Only PropertyChanged supported for now.

  • ObjectSearch STRING ARRAY STRING Unique name of the target Actor, or Actor.Component, or a special_tag, or an array of multiple object searches. Hover over the star left of your property in the Engine to learn the desired value.

  • PropertyPath STRING ARRAY STRING Dot-separated path to the targeted property, or an array of such paths. Hover over the star left of your property in the Engine to learn the desired value.

SaveEditor

SaveEditor

Trigger saving dirty editor packages.

No params.

Call Responses

Every executed call responds with a CallResult message that holds either relevant data or an error message.

Call Result

Every successful call result coming from the Engine holds a JSON array filed (called Result). It is an array because almost any executed Call can be scaled to target muliple objects.

Error

If a call fails, the call result message holds an Error filed instead of Result. This filed can inform on what was the reason for the failure.

Update

Certain calls can optionally broadcast meaningful Update messages throughout the network. It can be useful for keeping otherwise uninvolved client software up to date with what's happening in the engine.

Adding Adjustments

Pixotope Engine has a feature allowing all the remote changes done in Live or Live Preview to be saved and later applied on start again. In order to add your Call as an adjustment add to it a param named IsAdjustment, set to true.

Advanced RPC Usage

Object Search

Many commands take

ObjectSearch

as their first argument. It allows to target world's actors, components, and some other special objects with the commands. Typically, in order to target actors, one can just type a unique name of this actor. To find out the unique name of an actor, move the mouse over the label of the actor in

World Outliner

in the Editor, and the unique name will be shown in the tooltip.


ObjectSearch

also accepts certain predefined names for targeting special objects:

  • tracked_camera
  • camera_root
  • material_handler
  • post_process_handler
  • api_manager
  • video_io_controller
  • world_settings
  • compositing_planes
  • level_blueprint
  • virtual_lights

Otherwise the object search will by default look for the first actor in the scene of the given name.


Alternatively, it is possible to access the following advanced search modes:

  • . (component search, by adding a dot after actors nameand following it with the component name, ex. SomeActor0.SomeComponent42)
  • all_of_type (followed by a type name will return all actors of a given type currently existing in the scene)
  • first_of_type (followed by a type name will return the first actor of a given type currently existing in the scene)

Property Path

PropertyPath

parameter, required by many calls, is used to target certain properties(fields) on objects. For properties existing directly in particular object's class the property path will be just this properties' name. However for children of struct properties path will consist of consecutive property names separated with a dot. For example:

Parameters.Position.X

(targeting float X in Position vector in Parameters struct).

Ignore Property Value

In case that we are sending SetProperty or SetSettings we might sometimes want our call to be ignored for particular properties. To achieve that pass

:::ignore:::

string as a value.

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