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Engine API - Calls

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

ApplyClamp

BOOL OPTIONAL

Should we apply clamp values defined in property's metadata. Default: false

PairObjectSearchesAndPropertyPaths

BOOL OPTIONAL

Default: false

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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" } }

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

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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

FunctionName

STRING

FunctionArguments

STRING ARRAY OPTIONAL

AvalancheWorld

STRING OPTIONAL OPTIONAL

SetVisibility

SetVisibility

Set actor's / component's visibility.

Params

ObjectSearch

STRING ARRAY STRING

BroadcastUpdate

BOOL OPTIONAL

Visibility

BOOL

AvalancheWorld

STRING OPTIONAL OPTIONAL

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

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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: true

BroadcastUpdate

BOOL OPTIONAL

Should Engine send an Update message for changed values? Default: true

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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: BACKGROUND, FOREGROUND, AR_HOLDOUT, AR_SHADOW_CATCHER, VS_TRANSLUCENT, AR_TRANSLUCENT.

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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

SpawnComponent

SpawnComponent

Add a component to an actor.

Params

ObjectSearch

STRING ARRAY STRING

ComponentType

STRING

BroadcastUpdate

BOOL OPTIONAL

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

NewName

STRING

BroadcastUpdate

BOOL OPTIONAL

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

PairObjectSearchesAndPropertyPaths

BOOL OPTIONAL

Default: false

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

GetFunction

GetFunction

Send JSON describing a function to Data Hub.

Params

ObjectSearch

STRING ARRAY STRING

FunctionName

STRING

AvalancheWorld

STRING OPTIONAL OPTIONAL

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.

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

GetWorld

GetWorld

Send JSON describing the currently active world to Data Hub.

Params

ShouldIncludeActors

BOOL OPTIONAL

Default: true

RecursionDepth

INT OPTIONAL

Default: 1

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

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" } ] } } ] }

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.

ForgetAllAdjustments

ForgetAllAdjustments

Remove all adjustments without reseting the state of the world.

No params.

RevertAllAdjustments

RevertAllAdjustments

Revert all adjustments applied to this world.

Params

BroadcastUpdate

BOOL OPTIONAL

Should Engine send an Update message for changed values? Default: true

PullAdjustments

PullAdjustments

Applies adjustments from store.

Params

Revert

BOOL OPTIONAL

Revert all local adjustments before pulling. Default: true

BroadcastUpdate

BOOL OPTIONAL

Should Engine send an Update message for changed values? Default: true

ApplyAdjustmentsHierarchy

ApplyAdjustmentsHierarchy

Applies adjustments from parameter.

Params

HierarchyJson

JSON

BakeCommonAdjustments

BakeCommonAdjustments

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

Params

Multimachine

BOOL OPTIONAL

Default: true

SaveEditor

BOOL OPTIONAL

Default: false

TurnGroupIntoCommonAdjustments

TurnGroupIntoCommonAdjustments

Params

Multimachine

BOOL OPTIONAL

Default: true

Cinematic

PlaySequence

PlaySequence

Play a given level sequence.

Params

AssetPath

STRING

Path of the sequence asset to play.

AdditionalLoops

INTEGER OPTIONAL

Number of additional loops to play. Set to -1 to loop infinitely. Default: 0

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

StopSequence

StopSequence

Stop a given level sequence.

Params

AssetPath

STRING

Path of the sequence asset to stop.

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

GetAvailableSequences

GetAvailableSequences

Returns a list of asset paths for available sequences.

No params.

Materials

GetAvailableMaterialParameterCollections

GetAvailableMaterialParameterCollections

Get available material parameter collection asset paths.

No params.

GetMaterialParameterCollection

GetMaterialParameterCollection

Get details for a material parameter collection.

Params

AssetPaths

STRING ARRAY

SetMaterialParameterCollection

SetMaterialParameterCollection

Set values on a material parameter collection.

Params

AssetPath

STRING

ScalarNames

STRING ARRAY OPTIONAL

ScalarValues

FLOAT ARRAY OPTIONAL

VectorNames

STRING ARRAY OPTIONAL

VectorValues

FLOAT ARRAY OPTIONAL

GetDynamicMaterialParameters

GetDynamicMaterialParameters

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.

SetDynamicMaterialParameters

SetDynamicMaterialParameters

Params

ObjectSearch

STRING ARRAY STRING

ScalarNames

STRING ARRAY OPTIONAL

ScalarValues

FLOAT ARRAY OPTIONAL

VectorNames

STRING ARRAY OPTIONAL

VectorValues

FLOAT ARRAY OPTIONAL

Latency Calibration

Latency.Calibrate

Latency.Calibrate

Initiate a latency calibration session

Params

MaxLagMaximum candidate lag

INT OPTIONAL

InputBuffersHow many frames to accumulate before updating calibration

INT OPTIONAL

SamplesHow many samples to use in this calibration

INT OPTIONAL

Latency.Stop

Latency.Stop

Stop a latency calibration session Same return as the above Latency.Calibrate call if all goes well.

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

STRING

Example: Levels/TestMap0

ReopenLevel

ReopenLevel

Reload the current level without closing the project.

No params.

Kill

Kill

Closes the engine straight away.

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.

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

SaveEditor

SaveEditor

Trigger saving dirty editor packages.

No params.

StartPIE

StartPIE

No params.

StopPIE

StopPIE

No params.

Undo

Undo

Undo the latest editor change. Works only in edit mode.

No params.

Redo

Redo

Redo the latest undone editor change. Works only in edit mode.

No params.

HighlightObject

HighlightObject

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.

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

UnhighlightObject

UnhighlightObject

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.

AvalancheWorld

STRING OPTIONAL OPTIONAL

Optionally target an avalanche world.

UnhighlightAllObjects

UnhighlightAllObjects

No params.

Focus

Focus

No params.

Minimize

Minimize

No params.

Restore

Restore

No params.

Refocus

Refocus

No params.

GetCurrentTimecode

GetCurrentTimecode

This call is scheduled for deprecation. Please subscribe to SystemInfo update instead.

Returns the current timecode if datahub is in synchronized mode. Calling this with a NoSync param set to true is recommended, to avoid the message being delayed.

No params.

GetAssetThumbnails

GetAssetThumbnails

Params

AssetPaths

STRING ARRAY

AsJPEG

BOOL OPTIONAL

AsBMP

BOOL OPTIONAL

GetViewportShot

GetViewportShot

No params.

IsCompilingShaders

IsCompilingShaders

Returns the current timecode if datahub is in synchronized mode.

No params.

Avalanche (Motion Design)

Requires Pixotope Players plugin to be enabled.

AvalancheGetAvailableAssets

AvalancheGetAvailableAssets

Params

IncludeThumbnails

BOOL OPTIONAL

default: false

AvalancheGetAssetDetails

AvalancheGetAssetDetails

Params

AssetPath

STRING

AvalancheTakeIn

AvalancheTakeIn

Params

AvalancheWorld

STRING OPTIONAL

ControllerIds

STRING ARRAY OPTIONAL

ControllerValues

STRING ARRAY OPTIONAL

AvalancheTakeOut

AvalancheTakeOut

Params

AvalancheWorld

STRING OPTIONAL

Optionally target an avalanche world.

AvalancheAnimationCommand

AvalancheAnimationCommand

Params

AvalancheWorld

STRING OPTIONAL

AnimationAction

STRING

AnimationNames

STRING ARRAY OPTIONAL

TargetAll

BOOL OPTIONAL

TargetDefaultIn

BOOL OPTIONAL

TargetDefaultOut

BOOL OPTIONAL

StartAtTime

FLOAT OPTIONAL

StartAtMark

STRING OPTIONAL

NumLoops

INT OPTIONAL

PlayMode

STRING OPTIONAL

PlaybackSpeed

FLOAT OPTIONAL

Remote Control

Requires Pixotope Players plugin to be enabled.

RemoteControlGetPresets

RemoteControlGetPresets

No params.

RemoteControlGetPresetDetails

RemoteControlGetPresetDetails

Params

PresetId

STRING OPTIONAL

AvalancheWorld

STRING OPTIONAL OPTIONAL

RemoteControlSetControllers

RemoteControlSetControllers

Params

PresetId

STRING OPTIONAL

AvalancheWorld

STRING OPTIONAL OPTIONAL

ControllerIds

STRING ARRAY

ControllerValues

STRING ARRAY

Templates

Requires Pixotope Templates plugin to be enabled.

TakeInInstance

TakeInInstance

Params

InstanceId

STRING

TakeOutInstance

TakeOutInstance

Params

InstanceId

STRING

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:

  • compositing_mesh

  • light_component

  • light_actor

  • compositing_plane

  • material_handler

  • post_process_handler

  • camera_root

  • tracked_camera

  • world_settings

  • level_blueprint

  • bpe_manager

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 target all actors of a given type currently existing in the scene)

  • first_of_type (followed by a type name will target the first actor of a given type currently existing in the scene)

  • default_object (followed by a type name will target the default object of that type)

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.

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 field (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 field instead of Result. This field 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.

Filtering Results

Often a call will return too much data, and that might take too long parsing or be just unpleasant to work with. In order to filter only the fields you are interested in from your CallResult add a param named ResultFilter, with a array of json fields you want to be sent. Dot-separated paths to particular fields are supported.
For example: ResultFilter=["Object.Components.Name"] would result in only component names being sent on GetObject.

Avoiding Frame Drops

Add an optional param ParamSplitBetweenFrames to your call to configure on which array param should we try to split between and execute every element separately in order to avoid dropping frames. This will efectively treat every element of that array param together with other params as a separate API call, but it will combine the results into a single result message.

Avoiding Synchronization Delays

It is possible to bypass synchronization (and the resulting delay) for select Calls by adding a param NoSync set to true.

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