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Arch Viz User Interface & Tools - Interaction


This part of the documentation covers all actors that go in the scene. The interface is collecting the actors and puts their content on screen.

:: Overview :: Examples

12 images :: Gold Coast :: 2019


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BP_SDotTelePoint

This actor marks a teleport point for the location widget. Place it in the scene so the yellow globe is halfway in the floor. Then rotate the yellow arrow in the direction the player should look.

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> Location
SDot Location Name Kitchen Choose a short name for the location. This name appears in the interface. The list will be alphabeticly sorted.
Sdot Loc Group Index 0 The index of the groups that are defined in the Info Map blueprint. "0" means it will be in the first group of the array.
Pitch -12.0 This tilts the player's view slightly to have a more natural view

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BP_SDotMaterialSwaps

This actor allows material changes for one or a group of assets. It can also hold more than one actor group that would swap together. For example a couch and the cushions on the couch or two different actor groups that can be triggered at the same time.

This actor has a colour code:

  • Blue paint pot sprites have "Swap By Code" ticked
  • Yellow sprites have both "Swap With Colour Scheme" and "Show In UI" ticked
  • White sprites are all others

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    > Material Swaps - Settings
    List Name Couch Shelves The name that shows up in the user interface (and list).
    Swap with Colour Schemes true When true the actor will be triggered when a colour scheme change is triggered.
    Show in UI true When true this actor will be listed in the user interface for material changes when it is in view.
    Always Visible false When true this actor is always visible and will always be listed in the user interface, even if it is out of view. (when 'Show in UI' is ticked)
    Print in List true When true this actor will be printed in the list (optional feature requires a file plug-in and some blue print work)
    List Room ID 1 The room it will be listed under. Rooms are defined in the Info Map blueprint.

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    > Material Swaps
    Default Choice ID 0 The default choice that will be loaded when the application starts
    > Asset Groups 1 Array elements Add an array element for each group of assets. Assets can be in the same group if they share the same materials and material IDs.
      > 0   5 members Asset Group 1
        GroupName   Optional group name only used as a note what is in the group.
        > Assets 4 Array elements Add all meshes that should be a member of this group.
          0 P_GenModA_70x40dr9 Use the eye dropper to select the mesh from the scene.
          1 P_GenModA_70x40dr8 another static mesh.
          2 ...  
        useMultMaterials false Tick this box if your mesh has multiple material IDs and you want to swap more than one material per choice.
        Single Material ID 0 The material ID of the mesh.
      > MaterialChoices 5 Array elements Add an array element for each material choice
        > 0 4 members Material choice 1
          Material M_GenModA2 The material for choice 1
          ChoiceName  
    • If there is a name here it will be displayed in the user interface.
    • If there is no name but a colour scheme for this choice the name of the colour choice will be in the UI.
    • If there is no name and no colour scheme the variation will be named 'Var #'
          MultiMaterials 0 Array elements Use this array if your mesh has multiple materials and more than one of them needs to change. Array 0 is for Mat ID 0, and so on. Leave array elements empty if they don't change in any of the choices. UseMultiMaterials needs to be ticked for this to work.
          PreviewTexture None A preview texture can be added here. Otherwise the preview will be auto-generated in the render stage. The texture needs to be square and have a size of about 256 x 256 px
          TagOutID 0 Optional - this will be sent out as ID for child swap actors that 'Swap By Code'. Will be overwritten by 'Match IDs' which is true by default. Set it to false in the 'Swap By Code' section below to make this work.
        > 1 4 members Material choice 2
        > 2 ...  
      Is Lit for Scenario 0 Array elements Optional - will activate emissive (for a material that is set up in a certain way) in case the scenario requires this material to be lit. Check out the example section for more details
        0 false will not be lit - the light is off in the scenario with the ID 0
        1 true will be lit - the light is on in the scenario with the ID 1
    Note Turn emissive in materials on or off Follow this tutorial to set up a material so it can be switched on or off.

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    > Material Swaps - Preview
    Preview Mesh P_GenModA2_70x70op2 A mesh that will be used for the auto-generated preview image.
    Preview Mesh Rotation 20 Choose an rotation angle from this list. You have to try and error to find out how the asset was rotated in the art source.
    Preview Mesh Angle 75 degrees Choose an tilt angle from the list.
    Force ID0 false When true the preview mesh will be forced to use ID 0 for the material choice. Usefull for the preview cube coming in the UI folder.
    > Material Swaps - Code Swap
    Swap by Code false When this is ticked the asset listens to 'Tag Out' names from other actors. If the name 'Tag In' is the same the blueprint will trigger itself. - This only works once. So triggered assets cannot trigger again.
    Tag Out   The tag sent to other actors.
    Tag In   The tag this actor is listening to when 'Swap by Code' is set to true.
    Match IDs true (default). Any 'TagOutID' set in the choice array will be ignored and the choice ID will be sent out instead.

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    BP_SDotMeshSwaps

    This actor lets you swap meshes or a group of the same mesh. It is a dynamic object. The lighting and shadow will look a bit different than static objects with baked lighting.

    The actor can also trigger child swap actors (Material or Mesh Swaps) with the 'Swap by Code' feature.

    Blue marker stool meshes indicate that the actor has 'Swap by Code' enabled.

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    > Swap Mesh - Settings
    Asset Name Benchtop Lights The name that shows up in the user interface (and list).
    Swap with Colour Schemes false When true the actor will be triggered when a colour scheme change is triggered.
    Show in UI true When true this actor will be listed in the user interface for material changes when it is in view.
    Always Visible false When true this actor is always visible and will always be listed in the user interface, even if it is out of view. (when 'Show in UI' is ticked)
    Print in List true When true this actor will be printed in the list (optional feature requires a file plug-in and some blue print work)
    List Room ID 1 The room it will be listed under. Rooms are defined in the Info Map blueprint.
    > Marker Offset 0.0 18.3 0.0 The marker sprite will be replaced in run-time the ' ! ' marker mesh. It will also be used for the visibility test. Adjust the position here.
    Note: Target in V2.0 and V1.4 The target in earlier version needed to be placed inside the mesh for the visibility test. The ray would be sent to the target and if the mesh would be hit first the blueprint would be considered visible. Now you just place the Marker where it should appear and the test will send the ray to the marker.

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    > Swap Mesh
    Default Mesh ID 0 The default choice that will be loaded when the application starts
    > Static Mesh Choices 4 Array elements Add an array element for each mesh choice
      > 0   7 members Choice 1
        Choice Name Tall Black Optional choice name. If no name is given either the colour scheme name or a generic name will be used.
        Statice Mesh P_TomDixson_Tall Select a mesh from the content browser.
        > Materials 1 Array elements Add all materials that change for this mesh.
          0 M_TomDixon01_iBrass Select the material from the content browser
          1 ...  more materials for multi-material meshes. You can leave un- changing material IDs blank.
        > Mesh Transform values tweak the mesh position or scale relative to the swap actor. Align meshes to each other here.
        Preview Texture None You can add a custom preview texture. Otherwise the preview will be auto-generated by the render stage
         TagOutID 0 Optional - this will be sent out as ID for child swap actors that 'Swap By Code'. Will be overwritten by 'Match IDs' which is true by default. Set it to false in the 'Swap By Code' section below to make this work.
        HideMeshCopies false Any instances / copies of the mesh will be hidden for this choice.
       > 1   ... another choice
     > Additional Copies 2 Array elements Optional - will create additional copies for each array element added here.
       > 0 >  
        Location 0.0 50.0 0.0 The copy will initially be at the same spot as the original mesh. You need to use these values to move the copy to it's desired location
        Rotation 0.0 0.0 0.0 Rotate the copy if needed.
        Scale 1.0 1.0 1.0 Scale the copy if needed.

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    > Swap Mesh - Preview
    Preview Rotation 0 Choose an rotation angle from this list. You have to try and error to find out how the asset was rotated in the art source.
    Preview Viewing Angle front view Choose an tilt angle from the list.
    > Swap Mesh - Code
    Swap by Code false When this is ticked the asset listens to 'Tag Out' names from other actors. If the name 'Tag In' is the same the blueprint will trigger itself. - This only works once. So triggered assets cannot trigger again.
    Tag Out benchtoplights The tag sent to other actors. Here the cables will change when the light changes.
    Tag In   The tag this actor is listening to when 'Swap by Code' is set to true.
    Match IDs false Set to false means that the triggered actor will use the 'TagOutID' set in the choices section of this actor. Otherwise the ID of the choice of both actors will be the same. - In this case the 4 light fixture versions use only 2 cable choices.

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    SDot_LightSwitcher

    The light marker can be used to turn light fixtures on or off for scenarios. The material needs to be set up in a certain way to make that work.

    Read more in the Examples section.

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    > Default
    > Assets 2 Array elements Add all meshes that should be 'lit' for some scenarios.
      0 P_GubiGrasshopperLight Use the eye dropper to select the mesh from the scene.
      1 P_PendularCable02_80 Add another light mesh. The ID of the emissive material needs to be the same.
      2 ...  
    Material ID 0 The material ID of the material that should become emissive or not.
    > Light Is On 2 Array elements Add an array for each Colour / Design Scheme in the project
      0 false the material will not be set to be lit for Colour Scheme 0
      1 true the material will be set to be lit for Colour Scheme 1
    Note Turn emissive in materials on or off Follow this tutorial to set up a material so it can be switched on or off.

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