Sending 'dynamic multi-channel serial data' from Aximemtry to Unreal

 

Hi there. I thought I'd share this as it's something I've been working on for a while and solves a lot of issues for me where I'm trying to send a lot of types of data from Aximmetry to Unreal, and for that data to be flexible in scope.


I made a forum post some time ago about how dynamic pin names in Unreal would help to expand and change the data we send from Aximmetry. There are understandably some limitations with this and Eifert was kind enough to share some resources that were super helpful in getting me closer to my goal.

The forum post is here for those interested.

https://my.aximmetry.com/post/2314-dynamically-changing-get-aximmetry-pin-n


What I've managed to create by building on that is a way of sending strings of data as arrays (or arrays within arrays) through to unreal engine and then reading elements of those arrays in quite specific ways. There are two main benefits:

1, less pins and naming to do in Unreal and in Aximmetry.

2 (more importantly) the data can scale... these arrays can change in size and you don't have to add more connections between the softwares.

It's quite complex to describe but I did a screen recording to talk through it, hopefully someone finds it useful!

https://youtu.be/MmK4lyFxZpw

   Cookseyyyyy

 
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buffos
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The problem is that this is a bookkeeping nightmare. The problem can only be solved by Aximmetry, by allowing the sending of arrays of data from each type. Video, Audio, Text, Scalar... etc.

 
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TwentyStudios
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This is a great idea, but I agree that a better native solution for controlling Unreal from Aximmetry is long overdue. In competing software it’s as simple as clicking on a parameter of an object in the Unreal editor to control it remotely. The API’s for external control is already implemented by Epic, so Aximmetry just needs to tap into that. Blueprint control on tick should of course still be kept for more timing sensitive things. 

Working with the nodes in Aximmetry is really a creative joy, but trying to build any advanced interaction with Unreal puts a wet blanket on this creativity. Hope this can be a priority, since the potential for improvements in this area is huge!

 
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Cookseyyyyy
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It's far from perfect but for my specific use case it's saved the day. (Although the next implementation will be to use an event on changed rather than tick for everything.)


I agree about the limitations but there always seems to be a workaround. In all honesty a future version of this will probably just use widgets/editor prefs and keep it separate from Aximmetry completely. 

 
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buffos
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@TwentyStudios Wow. The ability to choose a parameter and bind it instantly in Aximmetry would be truly amazing. without all that code repetition. Triggers would still need to be handled the conventional way, but man, that would save time.

I wish we were aware of their goals and their plans for enhancing the software. In the past two years, I have not noticed any significant changes in that area.

 
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Eifert@Aximmetry
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Hi,

Thank you Cookseyyyyy for the video.


Buffos keep in mind that TwentyStudios' suggestion is different from what Cookseyyyyy is implementing. What TwentyStudios suggests is not helping with the bookkeeping nightmare. However, for simple projects and people unfamiliar with scripting or Unreal, TwentyStudios' suggestion could help.

Aximmetry has plans to make controlling and sending big amounts of data to Unreal even easier. And one of the solutions would be to use the array in the Aximmetry collections as an array of data in Unreal. Until that, you can use collections to make bookkeeping easier. And parsing data into text or vector data types to transmit a big amount of data to Unreal.

We added TwentyStudios' suggestion to our request list.

Warmest regards,


 
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TwentyStudios
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Thanks Eifert; it’s indeed two different solutions to two separate problems. My suggestion is more for quickly adding controls to different parameters that you might want to change on the fly in the Unreal scene. For example, being able to add a controls for adjusting exposure or white balance might be useful. Instead of having to handle this through blueprints (which also messes with the ability to adjust these in the UE5 editor) it would be so useful to just access them in an easier way. In addition, I suggest that instead of these parameters appearing as pins in the main Unreal Scene module (which could get messy quickly) they would populate a separate “UE5 Control” module that can be added to the Aximmetry Composer editor. 

I think even users with extensive experience with Blueprints would appreciate this more “relaxed” workflow for some aspects of working with Unreal in Aximmetry. 

 
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Cookseyyyyy
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This is perhaps a bit random (and possibly against the forum guidelines) but @TwentyStudios, would you be up for a video chat at some point? I see you on a lot of the same posts as me here and I think it would be interesting to exchange some learnings!

Ive made a small Discord server where I've been chatting to a few people I've been helping out kit out their studio, link here if you want to chat: https://discord.gg/zGJpqwDa