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ArchViz

Arch Viz User Interface & Tools - Info Map


This part of the documentation covers the blueprint BP_SDotUIToolsInfoMap. This blueprint contains most settings to customize the project.

:: Overview :: Blueprint Actors

10 images :: Gold Coast :: 2019


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BP_SDotUIToolsInfoMap

Drag the blueprint BP_SDotUIToolsInfoMap from the UI folder into your level. You can align the floor plan to the scene with the Absolute Scale values here. Best to type them in with little value modifications until it fits as good as it goes. Then go to the Floor Plan section and use the drop down list for the Floorplan Rotation

Read more in the Floor Plan section further down.


NOTE: The editor currently may crash a lot. There is nothing I can do against this. We just have to wait until engine version 4.23 becomes more stable. Be careful and save before you work with any of the array elements.

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> UI Features
Menu Type Standard There are 3 designs available:
- Compressed: Main menu only on the bottom of the screen.
- Standard: Main menu on the bottom plus a project header.
- VR Style: Simple menu on A 3D phone for VR. Limited features.
Controls Keyboard/Mouse & Game Controller Choose the active control type for this project:
- Keyboard/Mouse & Game Controller
- All Controls: Adds target mouse move
- Mouse Only: All controls active but no full screen. (Touch)
Player Movement Walk and drone mode What type of movement is allowed. Walk or fly mode or both. Default is walking when enabled.
Enable Scenarios true Turn scenario level swaps on or off. These are levels containing either a lighting scenario (day or night) or any layout changes that require a rebake of the lighting. Scenario levels store the baked lighting data of all levels and assets in the scene. This way you can have more than one set of baked lighting.
Enable Colour Schemes true Colour Schemes are sets of material choices that swap all together. Like an architects design scheme where tiles, floor and walls work well together. Instead of selected all materials indivually the client can choose one of a set of choices.
Enable Material Swaps true Materials can be selected and changed individually per available set of choices.
Enable Object Swaps true Object swaps allow you to not only change materials but entire objects. Like choosing from a list of dining chairs or light fixtures.
Enable Sequence Player true This option lets the client play a pre-set movie created with unreal's sequencer. Because the movie plays in real time all recent object and material changes will be visible.
Enable World Travel true World travel allows to travel to another persistent level. Like an entire different apartment or house with its own UI.
Note: Combined Swaps VR Style menu has all swaps combined into one menu. This will also be the case for all menus in the future. And there will be an option to only have the swaps the user has on screen in the list. I had to release this version early because of changes to unreal engine 4.23 regarding arrays.

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> Project Settings
Project Name ArchVizTools V2 The project name will be displayed in large letters on the left side of the menu.
Project Text Example Unit A A smaller text displayed under the project nameis meant to name the unit or house type.
> Stream Levels 4 Array elements Enter all streaming levels to this array. Scenario levels have their own section and should not be added here.
  0 AIT_Building type the exact name of the level here
  1 AIT_Decoration  
  2 ...  
Tip Level Streaming Methods Right click on the level in the level browser to change its Streaming Method.
"Blueprint" - level needs to stream. Put it into the Stream Levels list.
"Always loaded" - level will be always loaded. Do not put it into the Stream levels list.
Office Logo Use All select from the list on what screen the logo should be displayed.
Office Logo Material M_UI_OfficeLogo Add a logo material. Easiest to copy the existing material and then just replace the texture.
The texture has an alpha channel but feel free to use any material you want as long as it is in the UI domain.
Client / Project Logo Use ... same as above
Tip: Textures with alpha Add an alpha channel in photoshop. Make visible parts white and invisible parts black. Then save the texture as TGA 32 bit. Don't forget to set the Compression Settings to "UserInterface2D(RGBA)" in Unreal if the texture will be used in the UI.
Field of View 90.0 Set the player field of view here. Higher values will show more on screen, like a lense with a small angle.
Player Camera Height 110.0 The eye height of the player. - The actual real height is a bit higher than this value.
Intro Shade Time 2.0 The time the intro screen is visible before the user is prompted to continue.
Capture Render Targets true weather to update render targets for mirrors.
Screen Messages false Weather to display debug text on screen. You can always view the output log window for debug messages.

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> Floor Plan
> Floors 2 Array elements Add one array element per floor level the project has. Start with the lowest level.
  > 0 3 members  
  Floorplan T_LowerLevel Use a black and white image here. anything white will be transparent. Should be at least 1000 px for the larger side. Panorama works better then portrait. Avoid excessive size and set the texture to "UI" in the texture editor.
  Floor Name Bedrooms You can name your floor-plan but it isn't displayed anywhere at the moment.
  Height Offset 0 The height offset from the first level in unreal units = cm. It is zero here because this is the lowest level.
Floorplan Rotation 0 Rotate the floor plan here. Do not change any Rotation value in the Transform section of the blueprint (on top of the details panel). You can only rotate 90 degree steps.
> Location Groups 2 Array elements There needs to be at least one group here (Locations). This can be used to devide the location list into sections. Groups will be assigned in the location point actor.
  0 Upper Level A name for the group can be the level or names like "apartment 1", "unit 2"
  1 Lower Level  
> Rooms for List 6 Array elements You can define rooms here for the list feature. This will also sort this list. The rooms can be assigned in the swap actors.
  0 Living Area A name for the room
  1 Kitchen  
  2 ...  
Floorplan Opacity 1.0 You can tweak this value if the opacity isn't quite right in the editor.
Use Simple Teleport false Simple teleport will fade to black while placing the player in the chosen room. Default is "Slide Teleport" which visibly moves the player into the room to give a sense of where he went.
Tele Slide Time 1.2 The slide time in seconds.

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NOTE: Be extremely careful with the colors array in 4.23.0. The editor is very unstable. Better not touch the colors at the moment.

> UI Design
UIColour Set Used 1 Set one of the below colour sets as the default for this project.
UIColour Set VRUsed 7 Set the default for the VR menu for this project. Set 7 works best.
> UIColour Set 4 Array elements A set of colours that define all UI widgets of the project
  >0   6 members colour set
    > TextColour   Text colour for the menus
    > FocusColour   Colour for text or icons that are in focus
    > BackgroundColour   Background colour, alpha is transparency
    > FrameTextColour   unused?
    > FrameColour   unused?
    > BorderColour   Colour of the Border between menus
  >1   ...  
Icon Style No Frame Choose if and what kind of frame the icons have.
> Icons 12 Array elements All main menu icons used in the UI are listed here.
  0 T_UI_Lighting You can replace an icon with your own design or any of the spare ones in the UI / Icons folder. If you use the scenario feature for layout changes then the couch icon would be better here.
  1 T_UI_ColourSchemes  
  2 ...  
  11 T_UI_Target02 This icon is being used for the target move mouse only controls.
Spacer 1Pos 4 the id of the icon where the first spacer should be placed.
Spacer 2Pos 7 the id of the icon where the second spacer should be placed. If you only want one spacer then use the same id in both.
VRMenu Mesh P_PhoneP8 The mesh of the VR phone where the menu is displayed. You need to keep the exact size and position if you want to replace this mesh.

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> Scenarios
Scenario Type Lighting Scenario A note about the type of scenario you are using.
Default Scenario 0 The default scenario the app will start with.
> Scenario 2 Array elements Add an array element for each scenario you want to use.
  > 0   3 members Scenario 1
    LS_Preview AVT2_A1_day Preview texture for the scenario. Needs to be square and minimum of 400x400 px.
    LS_Name Day The name that should be displayed in the UI.
    LS_StreamingLevel AIT_DayLight The exact name of the level that contains the assets and lighting data for this scenario.
  > 1   3 members Scenario 2
    LS_Preview ...  
Reset Colour Scheme false this will reset the current colour scheme each time a scenario will be changed. Otherwise all swap actors will stay the same and any new swap actors streamed in with the scenario will have their default.

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> Material And Object Swaps
Scheme Default 0 The default colour scheme the app will start with.
> Colour Schemes 2 Array elements Add an array element for each colour scheme you want to use.
  > 0   2 members Colour Scheme 1
    CS_Preview AVT2_A1_day Preview texture for the scenario. Needs to be square and minimum of 400x400 px.
    CS_Name Modern White The name that should be displayed in the UI.
  > 1   3 members Colour Scheme 2
    CS_Preview ...  
Marker Visibility SelectedOnly Choose the visibility of the markers.
- Always: all markers will be visible when the swap menu is open.
- Selected Only: only the marker of the selected swap actor will be visible.
- Never: markers will never be visible.
Max Marker Distance VR 400.0 In units (cm). Any marker further away will be ignored. VR menu only.
Marker Mesh P_UI_3DMarker01 Customize the marker mesh.
Marker Scale 0.20 Uniform scale of the marker mesh. Selected markers will be double the size.
Marker ZOffset 0.0 Offsets all markers in vertical direction. You can offset each individual marker once they are placed in the scene. This is to adjust all markers when using a different marker mesh.
Marker Default Material M_3DIcons_White Customize the material for unselected markers.
Marker Active Material M_3DIcons Customizue the material for the selected marker.

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> World Travel
> Worlds 1 Array elements Add an array element for each other persistent level you want to travel to.
  > 0   3 members World 1
    World Preview Image AP2sc1 A preview image for this world. Needs to be square and min. 400x400 px
    WorldName 1-Bedroom Apartment The name of the new scene that will be loaded.
    WorldNameShort 1-BR Unit This name will be used in the VR menu.
    World_PersistentLevel AIT_DayLight The exact name of the scene's persistent level.
  > 1   3 members World 2

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> Sequence Player
Screenshot Resolution 2 Multiplyer of the current screen resolution for screenshots. If this is 2 and the screen resolution is 1920x1024 px the screenshot will be taken in 3840x2018 px. High values can crash the editor or game.
> Sequences 3 Array elements Add an array element for each sequence
  > 0   3 members Sequence 1
    SequencePreview M_UI_Video_iLiving A preview material for the sequence. Make an instance of the current material to get the film effect.
    SequenceName Living Area Name will be displayed in the user interface.
    Sequence SQ_LivingRoom Link an existing sequence to be played in run time.
  > 1   3 members Sequence 2
  > 2    3 members Sequence 3

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> Advanced Player Settings
Walkable Floors 2 Array elements Add any floor and stair mesh that are leading upwards to the next level when using mouse target movement. Any other mesh above 20 units of the floor can not be selected.
  0 P_CHT_204_WallsT5 A mesh picked with the eye droper
  1 P_CHT_201_WallsT3  
Walkable Floors List Only true If false, any mesh that is less than 20 cm higher than the players "feet" can be used. Plus all meshes in the list.
If true only meshes in the list above can be used.
Restric View Angle true This will restrict the angle the player can move the camera up and down. Limits confusion for some inexperienced users.
Max View Angle Up 45 The max angle the player can look up.
Max View Angle Down -45 The max angle the player can look down.
Walking Speed 150.0 The speed when walking.
Flying Min Speed 100.0 Minimum speed when using drone mode.
Flying Max Speed 300.0 Maximum speed when using drone mode.
Target Material DM_WayPointTarget Decal material for the mouse target move. Must be in the "Defered Decal" domain.
Target Life Time 0.05 The decal life time of the target. Increase when the target becomes invisible and reduce when the target appears very blurry.
Flying Acceleration Mpl 0.75 This value controls how fast the drone will accelerate.
Flying Deceleration 150.0 This value controls how fast the drone "breaks" when idling.

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