Setting up Unreal Plugins in Aximmetry

How to use Idonix Plugins with Aximmetry

Using Idonix Plugins with Aximmetry
Step By Step Guide: How to use Idonix Plugins with Aximmetry

How to use Idonix Plugins with Aximmetry

Idonix UE Plugins Download webpage

1 Where to download your plugins - register via: https://www.idonix.com/support/unreal-plugins/ue-plugin-downloads

Aximmetry folder for Idonix plugin download

2 Where to extract the Idonix Plugins folder into. Program Files>Aximmetry DE>UnrealEngine>Engine>Plugins

In UE, using 'Settings' and 'Plugins' find the Idonix folder & enable the plugins - save & restart

3 Within UE, from 'Settings' & 'Plugins' find the Idonix folder and enable the plugins - save & restart

Simply drag in the Idonix 'Place Actor' (i.e. Column Chart) into the 3D Viewport, into your scene

4 Below 'Place Actors' from the new category for Idonix you can see all the different charts available. From here you can drag into your set and configure it to get the look you need.
You can now look at exposing the functions to animate the chart through Aximmetry, to do that you will need to go to 'Blueprints' and 'Open Level Blueprint'.


Step By Step Guide: Level Blueprint

What nodes to be set up in the Level Blueprint for the Chart to work with Aximmetry.

Level Blueprint - from the Idonix Chart node - Animate to State from JSON

1 From the World Outliner drag the Idonix Chart into the blueprint. From that drag off and select 'Animate to State from JSON'.

In your Level Blueprint - add a 'Bind Event to Trigger'

2 Add (drag from World Outliner or simply copy) a further node to your chart (i.e. IX_ColumnChart) and connect that to 'Animate Out'). Now add (remove context sensitve) a 'Bind Event to Trigger' and connect to BeginPlay.

Now add a ' Get Aximmetry Trigger' to your Level Blueprint

3 Now add a 'Get Aximmetry Trigger' to your Level Blueprint, and set the 'Name String' to: 'Chart In'. This is how it will appear in Aximmetry Composer.

A Custom Event named 'Chart In', hooked up to 'Animate to State from JSON'

4 Connect 'Get Aximmetry Trigger' to 'Target' on the 'Bind Event to Trigger'. Off 'Event' of the 'Bind Event to Trigger' drag off a 'Custom Event' and name it 'Chart In'. Hook that up to the 'Animate to State from JSON'.

From 'Animate to State from JSON's 'JSONString' add a Get Aximmetry Text' and change the 'Name String' to 'Chart Data'-to-get-avimmetry-text

5 From the 'JSONString' on 'Animate to State from JSON's, add a Get Aximmetry Text'. Change the 'Name String' to 'Chart Data'

Duplicate the process for the Animate Out, naming 'Get Aximmetry Trigger' & the custom event as 'Chart Out'

6 Now duplicate most of the process for the Animate Out (which of course will not need JSON). Remember to name your 'Get Aximmetry Trigger' to 'Chart Out' and the custom event as 'Chart Out'. Save and Compile.


Step By Step Guide: Aximmetry Composer

Aximmetry Composer.

Aximmetry Composer - using the cooked version of the unreal project. Note: the three Pins

1 Open the unreal project, which is set to the cooked version. With PINS available for Chart Data, Chart In and Chart Out

If the three pins do not appear - you may need to resynchronize

2 If the three pins do not appear may need to right-click and resynchronize.

Right-click on each pin and expose them to add to the dashboard panel

3 Now right-click on each pin and expose them and that will add them to the dashboard panel.

Shows a single line of JSON, and having clicked (Chart In) trigger - a chart in the viewport

4 In the Dashboard you can now add a single line of JSON. The video shows some sample data, and the steps using Visual Studio Code (View, Command Palette and JSON Tools: Minify JSON) to make it a single line.
Now able to click 'Trigger' for 'Chart In' and the chart will appear.