Configurator

Create dynamic type-based bindings between your Unreal project and Odyssey's frontend.

Introduction to Configurator

Configurator is a module Odyssey provides in order to make data sync between the frontend and Unreal easier to manage, maintain, and network across clients in a multiplayer scenario.

Using the configurator in place of native Pixel Stream messages has some key advantages:

  • Key value pairs are stored in a data table and accessible as switch statements in blueprints.
  • Changing data values is easily debuggable within Unreal.
  • Data changes are networked automatically across all clients.
  • Odyssey's CMS module provides an easy interface to enter data, including interfaces for editing images.
  • Coming soon Odyssey provides an embed SDK to drive these changes through the Odyssey iframe.

Setting up the Configurator in UE5

Add OdysseyConfigurator actor to the scene


Create an Odyssey Configurator Dataset asset


Assign the Configurator Dataset asset to the Odyssey Configurator actor


Finalizing setup

Inside the Configurator Dataset asset, create entries for all the configurator events you intend to handle, following the steps:

  1. Add Configurator keys to the Dataset using the Add button
  2. Set the Display Name field
  3. Select the value type

The types available are:

  • String: plain string value
  • Number: a float value
  • Bool
  • Enum: a set of predefined values. Enum values are edited inline through a simple interface
  • Trigger: represents an event trigger that has no value. This can be used to fire off specific events during an experience, like starting a fireworks display
  • Image: accepts a string representation of a web URL to an image
  1. Select the default value

Once all the keys are entered in the Dataset, you can connect your blueprint logic to the Configurator system and design the configurable logic in your project. An example of such design is included in this docs page.