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Customize
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Overview
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Spl. T. Versions
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Placement
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Mesh Def.
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Segments
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Books V2
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UI3 Versions
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Features /Preview
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UI3 Overview
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UI3 Bugs
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3.2 UI Settings
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3.2 UI Design
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3 Spline Tools
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Doors FAQ
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Doors V2 UE5
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Step by Step
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2 Tips & FAQ
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1 Reference
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UI3 Game Modes
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UI3 FAQ
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Books V1
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Doors V1
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Change list
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3.1 Bugs Fixes
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2A Generic BP
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2B Gen Examples
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1 Railings
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UI 1 - Part 1
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UI 1
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Ui 1 - Part 2
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1 Overview
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2 UI Features
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3 Get Started
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4 Info Map
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5 BP Actors
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6 Manage Clients
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7 FAQ
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8 Tutorials
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UI3 Overview
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UI3 Get Started
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3.1 Info Map
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UI3 Edit Mode
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UI3 Blueprints

UI3 Interactive Variations - Edit Mode

The Variation Actor is the connection between the UI3 and the objects that should be interactive in your scene. They can

  • change materials
  • change meshes and their materials
  • interact with any other blueprint using a blueprint interface

Content:

Video Tutorials

Variation Icon Colours

Variation Settings

Variation Materials

Video: Mesh Variations

Variation Meshes

Restore Original Meshes

Interact With Other Blueprints

Video Tutorials

Three parts of the Video Tutorials are about the use of the Variation Actor and the UI Features related to it.
  • Part 4 - Design Schemes
  • Part 5 - Variation Groups
  • Part 6 - Object Interaction

This video is part 4. Click on the link below to watch the entire playlist.

Video Tutorial Play List

Variation Icon Colours

The blueprint actor SDotUI3_Variations lives in the UI/Blueprints folder. The icon colour will change depending on what the actor is set to do:
  • Green - Material variations.
  • Blue - Mesh and material variations.
  • Dark Green - Child of another actor
  • White - Not part of the Design Schemes
  • Orange - Parent only, calling interface
  • Red - Indicates a possible wrong setting

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Variation Settings

> Variation Settings
Default Variation ID The current ID, and default ID when the app starts.
Use For Design Scheme weather be used by Design Schemes
List Name The name used in the UI Menu and in lists.
List Room ID Room ID as defined in the Floorplan section of the Info Map. Is only used in printed lists.
> Actors Add an array element for each actor in the scene that should be affected by this Variation Blueprint.
ID 0, 1, 2 ... Use the eye dropper to pick a mesh placed in the scene. The mesh needs to be in the same level as the Variation Actor. This is called a soft reference.
Note: You can use the Parent/Child functionality to trigger Variation Actors in other levels
> Variation Names (Optional) add an array element for each variation.
ID 0, 1, 2 ... Enter Variation Names here. Linked to the index of either the Materials or Meshes array.
> Variation Groups This section is used by Variation Groups
Feature ID The ID of the "Feature with Preview" array.
> Variation ID array of options used for this Variation Group
Index [0] add the Variation ID of this Variation Actor that should be used for Option [0] of the Variation Group in the Feature with Preview array.
Index [1] ... Variation for Option ID [1] ...
> advanced display
Current Var ID This is only an information for debugging
Child Actor This variation actor is listening to changes from another variation actor and will change with it.
Parent Only The actor only sends a message to other variation actors to change. Only needs Variation Names to be filled in.
Call Interface The actor will call the BPI_UI3_Interaction Blueprint Interface. Other actors with the same Tag and Interface can respond.
Tag This tag links the children to the parent and is sent to blueprints connected by the interface blueprint.
Box Scale 3D Scales the collision box that appears when the actor is set to Parent Only. Use the box to define the area the actor can be selected.
Box Location Offsets the collision box.

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Variation Materials

> Variation Materials
> Materials Add an array element for each set of material variations for the specified ID.
Material ID The material ID on the mesh. There might only be one material (ID 0).
> Material Variations Add an array element for each material variation.
ID 0, 1, 2 ... Add the material for each variation.
Note: The mesh might have multiple materials (IDs). Add a Material Variation array for each material index (ID) you want to change. Every Material ID needs to have the same amount of Variations set up for it. Duplicate materials if necessary.
> advanced display
Default Material This will display the original material of the first mesh actor that was added to the blueprint. For recovery if necessary.

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Video: Mesh Variations

Part 6 of the video tutorial has an example on how to use the Variation Blueprint to change static meshes.

Another example explains how to set up the Variation Blueprint to trigger a spot light on and off.

Video Tutorial Play List

Variation Meshes

> Variation Meshes
Show Source Mesh Show or hide the original source mesh. In game the source mesh will always be hidden.
> Meshes add an array element for each mesh variation.
ID 0, 1, 2 ... The meshes per variation ID.
Note: Put any materials different from the meshes default material into the Materials array above with the same ID as the mesh variation. You need to enter materials for all mesh variations if you change the material of one of the variations. The mesh might get the wrong material assigned otherwise.
> Mesh Transforms Add an array element for each mesh variation that needs to be transformed to match the position of the source mesh.
ID 0, 1, 2 ... Optional transform for the mesh variation with the same ID. Leave any IDs to default if the mesh doesn't need to transform.
> advanced display
Default Mesh This will hold the original mesh if you change your mind and decide to leave this meshes unchanged.

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Variation Names, Variation Materials, and Variation Meshes, as well as their offsets are linked through there index number.

Mesh with index [0] will have the material and name with index [0]. And so on.

You have to enter a mesh or material for every array element as soon as you add one element to the array. There can't be a different number of array elements in the material and mesh array. Otherwise the UI feature won't work proper.

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Restore Original Meshes

You can recover the original mesh if you decide to remove the Variation Actor from the scene. The proper way would be to:

1) Select the tick box to 'Show Source Mesh'.
2) Set the 'Current Variation ID' to 0.
3) Empty the Mesh Variations array (click on bin icon)
4) Remove the Variation blueprint from the scene.

Press G on the keyboard to toggle game mode on. Search for 'Hidden in Game' in their details panel and deactivate it if they disappear when game mode is on.

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Interact With Other Blueprints

The Variation Actor can trigger other actors. The video tutorial part 6 has an example of toggling a light on or off near the end.

Another example is the Ceiling Fan. A 'Parent Only' Variation Actor sends the speed setting via the BPI_UI3_Interaction interface to the Fan blueprint. The Fan blueprint then changes the Fan speed.

> Variation Settings
Actors Leave empty. Only Variation Names are required
Variation Names Add text here to Identify the Action or Variation
Index [0] Fan Off
Index [1] Fan Turning Slow
...  
> advanced display
Tag 'Fan' - use the tag in both the Variation Actor and your custom blueprint.
Call Interface tick - to send a message when this actor will be used
Parent Only tick - there are no other actors that are changed in the scene
Box Scale 3D scales the yellow collision box that lets you select the variation actor
Box Location lets you offset the collision box.

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The fan blueprint actor is set up the following way:

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This is the blueprint setup for the toggle light. Watch the Tutorial Video for more details.

They both work the same way:

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