The Pixotope Director allows you to create custom remote-control panels, which run:

  • in the Director
  • or in a web browser on your Data hub network

You can control:

  • all properties that can be exposed from within the Pixotope Editor
  • all functions on Blueprint actors

The control panel only sends values, and does not know about the actual state of the targeted actor in the level.

Widget types

TypeImageBehaviorTargetTarget property typesPurpose
Trigger

Sends predefined variables and/or event triggers when clicked


Accepts multiple targets

Can target exposed actor/Blueprint parameters, as well as Blueprint events

  • Actor parameters
  • Blueprint variables
    • Every basic type
    • Not complex structs
    • Not matrixes/vectors
  • Blueprint events
    • Can pass input
  • Most basic form of widget
  • Allows simple presets
    • Actor positions
    • Actor parameters
  • Trigger Blueprint events
    • Virtual camera moves
    • Actions/States
2-state button

Sends predefined variables and/or event triggers when clicked

Button changes to show last clicked state

Accepts multiple targets

Can target exposed actor/Blueprint parameters, as well as Blueprint events

  • Actor parameters
  • Blueprint variables
    • Every basic type
  • Blueprint events
  • 2-state trigger
  • Useful for on/off actions
    • Light switches
    • A to B transitions
    • Visibility toggles
Slider

Sends a number (float or integer) between a min and a max value

Accepts one target

Can target exposed actor/Blueprint parameters, as well as Blueprint events

  • Actor parameters
  • Blueprint variables
    • Only numbers
  • Blueprint events
    • Requires number input
  • Control virtual lights
  • Control physical lights
    • via DMX
  • Any states you want to fade between
Number

Sends a number (float or integer) when field is changed, either by manual entry, or by clicking the arrows

Accepts one target

Can target exposed actor/Blueprint parameters, as well as Blueprint events

  • Actor parameters
  • Blueprint variables
    • Only numbers
  • Blueprint events
    • Requires number input
  • Allows real-time operator numeric value updates
    • Scoreboards
    • Statistics
    • Data
  • Trigger Blueprint events that take a numeric parameter
Text

Allows input of text in the dialogue box

Sends text input once the "Confirm" button, or CRTL+Enter, is pressed

Input can be typed manually, or pasted in

Input is limited by Character Length, which is set per text widget. Default value is 60

Accepts one target
  • Actor parameters
  • Blueprint variables 
    • Number types
    • Text types
  • Blueprint events
    • Requires valid input
  • Allows real-time operator text and number field updates
    • News tickers
    • Infographics
    • Name fields
    • Title bars
    • Scoreboards
  • Trigger Blueprint events that take a text OR numeric parameter
Drop-down

Switches between the enum values (when the target is an enum)

Switches between user-defined values (any other target)

Accepts one target
  • Boolean
  • Number
  • Text
  • Color
  • Vector
  • Transform
  • other
  • Allows for switching between predefined values (numbers, text)
    • Infographics
    • Name fields
    • Title bars
Label

No actionNoneNoneControl panel organization

Property type formats

Property typeFormat
Booleanfalse | true
Numberfloat, integer
Textstring
Color(r=0,g=0,b=0)
Vector(x=0,y=0,z=0)
Transform

[100,100,100,0,0,0,1,1,1]
posX,posY,posZ,rotX,rotY,rotZ,sclX,sclY,sclZ

Blueprint-
other-


Video tutorial - Control Panel.

Create or open

Create a new control panel

  • Click PRODUCTION → Control
  • Click "Create Control Panel"
  • Name the new control panel

The control panel is saved with a .panel extension in

YourProjectsPath\Content


Open existing control panel

  • On the "Launch" page, hover over an existing panel
  • Click "Open panel"

Edit panel

When editing a control panel, you can rearrange and resize the widgets.

  • Click the control panel menu
  • Choose "Edit"

From the control panel menu, you can also 

  • Duplicate
  • Close
  • Rename
  • Delete
  • or Create a new control panel

Add widget

  • Click "Toolbox" on the far right of the panel to open the toolbox drawer
  • Click the widget you would like to add

Edit action

  • Right-click on the widget
  • Choose "Edit action"

  • "Edit label" - Label of the trigger
  • "Text" - Description on the trigger itself
  • "Edit tooltip" - Additional information that will be visible when the cursor hovers over the trigger
  • "Button Color" - Color of the trigger
  • "Add target" - Add one or multiple actions to the trigger
    • Depending on the widget:
      • Select a single target by clicking "Select"
      • Add a target to the target list by clicking "Add target"

The red border around a widget indicates that it does not have a target set yet.

Select object and property or function

  • Make sure you have a level running
  • Select the object by clicking the checkbox
  • Select the property or function you want to control
  • Click "Apply"

If the property you want to control is not visible, expose it from within the Editor.


Edit value

  • Click the edit icon under "Value" in the target or item list

  • Edit the value while keeping the same format (property type formats).

    Blueprint functions do not yet support the sending of additional values.

  • Click "Apply"

Arrange widgets

While in Edit mode you can:

  • move the widgets
  • resize the widgets

Save control panel

Click the "Save" button to save the changes in the control panel file.

Open control panel in the browser

Every control panel can be used via the Director or opened in a web browser. Control panels can be opened in a browser on any device that is connected to the same network as the Data hub.

The control panel is optimised for the Chrome browser.

Click the control panel menu and select:

  • Open in browser
  • Copy local URL

Create an animation trigger using Blueprint functions - Pixotope Editor

To control an event in Pixotope using the Control Panel in Director, you need to create a trigger in the Editor.

With the power of the Unreal Blueprint visual scripting system, there are almost no limits to what type of interactions, integrations and control you can make, but in this example, we will trigger a small animation.

  1. Open the Pixotope Editor
  2. In the Content browser, right-click and create a Blueprint class actor


  3. Let’s call it "AnimTrigger"


  4. Choose "Save All" from the "File" menu to save the Actor
  5. Drag and drop it into the Viewport. It is now available in the World Outliner.
  6. In the Content browser, right-click and create a Level sequence from the "Animation" menu


  7. Let's call this "MyAnim"


  8. Drag it into the Viewport as well
  9. In the Content browser, double-click the "MyAnim" Level sequence. This opens the Sequencer. The Sequencer is one of the many ways you can animate content in Unreal. Here you can, for example, add keyframes to the transforms and make an animation
  10. Drag a movable static mesh actor from the World Outliner into the Sequencer


  11. Add keyframes by pressing "S" on the keyboard when the object is at the desired position in the viewport


  12. To trigger this animation from a Control panel in the Director, find our "AnimTrigger" in the World Outliner and click "Edit AnimTrigger". This brings up the Blueprint editor


  13. Click the "+Function" button to create a function that we can trigger


  14. Add a function called "beginPlay"


  15. By dragging from the white "event" arrow we can add more nodes to complete our little function
  16. Add a "Create Level Sequence Player" node
  17. Select "MyAnim" on the "Create Level Sequence Player" node
  18. Add a "Play" node


  19. Connect the Return Value of the "Create Level Sequence Player" node to the Target on the "Play" node
  20. Click "Save and Compile!"
  21. Go to Director
  22. Create a new control panel with a Trigger widget that points to this function. See how to Create a Control Panel

  23. Add a trigger from the Toolbox

  24. Click "Edit action" of the newly created trigger
  25. Click "Add target"

  26. Select the "AnimTrigger" function
    The unique name (ID Name) might have a suffix added, for example: "AnimTrigger_2"

  27. Select the "beginPlay" function

  28. Click "Select"

  29. Click "Apply"

  30. Click "Save" to save your Control panel

  31. In the Editor, go to Play mode

    This particular function requires you to be in Live or Play mode to trigger. It will not trigger in WYSIWYG Editor mode.

  32. Try out your animation