Configuration and Design
From the Idonix section in the “Place Actors” tab, drag the required chart into your level (you can ignore the “Preview JSON Controllers” for the moment - we’ll come onto them shortly)
Position and scale the chart as you see fit
Use the Details panel to configure the Actor as you like (although the defaults will work “out of the box”). Each plugin will have subtly different options, but they all have a lot in common, for example Plinth shapes and materials, Label sizes and styles, and of course styles and materials for the core items such as pie slices and columns. Note that a great number of these settings can be changed in data (we’ll come onto this later)
To preview the plugin with differing data sets, drag the relevant “Preview JSON Controller” Blueprint into your level
Set the Controller “…Chart” property to the plugin instance you want to control (see the green arrow below - make sure you don’t miss this step out). The “Immediate Mode” box dictates whether transitions are immediate (ie cuts), or follow configured animations.
Hit “Play” on the tool bar to switch the engine to game mode. At this point the plugin actor will disappear (because it will be in it’s “animated out” state) - and this is a UE Editor “gotcha” - whilst the Controller will remain in the Details tab, it will lose focus in the Word Outliner tab. Click the Controller again to give it focus:
Now you can start poking data at the plugin - paste some compliant content into the “JSON Data” box and hit Animate. Tweak the data and animate again.
You can find some sample data sets here