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Settings
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UI3 Overview
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[old] Doors UE5
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Tips & FAQ
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Settings
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VR projects
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UI Settings
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Customize
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FAQ + TIPS
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Doors UE4 (V1)
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3.1 Bugs Fixes
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Ver History
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V2 Generic BP
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V2 Examples
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V1 Railings Fences
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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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UI2 Features
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UI2 Get Started
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UI2 Info Map
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UI2 BP Actors
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UI2 User Manager
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UI2 FAQ
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UI3 Overview
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Getting Started
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3.1 Info Map
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Variation Actor
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Blueprints

UI3 Input Controls & Game Modes

The Game Mode defines the type of game (Touch, VR) for the scene and what input devices are used to control it.

Some of the content is slightly different between versions.

Content:

World Settings

Multiple Input Controls

Presets for the Game Modes

Game Mode Keyboard

Game Mode Touch

Game Mode Gamepad

Game Mode VR

Input settings (classic) for controllers

Enhanced Input Settings

The Blueprints folder contains the relevant actors.

SDotUI3_CharacterV3

This blueprint is part of all game modes. It contains many of the most important nodes. It also contains the movement related nodes.

SDotUI3_ControllerType

These blueprints contain the nodes for interacting with objects in the scene.

SDotUI3_GameModeType

These blueprints define which character and input controller are used in the game mode and other things.

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Game Mode Keyboard

SDotUI3_GameModeKeyboard

Game Mode for keyboard and mouse controls. It uses

  • SDotUI3_CharacterV3
  • SDotUI3_ControllerKeyMouse

The game mode contains a node from the OpenXR plugin to disable the VR headset.

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The Player can use the WASD keys to move around and the Mouse to look around, or to select an item in the scene and interface.

The Info Map has default settings that work well with this game mode.

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Game Mode Touch

SDotUI3_GameModeTouch

Use this Game Mode for touch screen devices. Also use it if you want to Pixel Stream onto a touch screen device. It uses

  • SDotUI3_CharacterV3
  • SDotUI3_ControllerTouch

The game mode contains a node from the OpenXR plugin to disable the VR headset.

Touch can be simulated during development with Project Settings -> Input -> Use Mouse For Touch. Note that this will block the Mouse input from working in the keyboard mouse game mode.

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Settings in the Info Map blueprint:

Info Map -> Project Settings
Use Mouse Move Will be enabled automatically
UI Design
Button Text Size Main menu button size:
20 - increase the size from the default
Scene Presets
> advanced display
Save Slot Size 80 x 80 - Increase the size for touch screen controls
Floorplan
> advanced display
Dot Size 32 - Increase the size of the marker
Info and Help
> About Project and Help The control scheme is used as the first Info Media
Help Image Use the image that shows the touch control scheme from the Tex folder
In previous versions the help image was set as index [0] of the Info Media Array.

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Game Mode Gamepad

SDotUI3_GameModeGamepad

Use this Game Mode with the XBox gamepad, Steam/VIVE, and Oculus/Quest controller.

This Game Mode uses the

  • SDotUI3_CharacterV3
  • SDotUI3_ControllerGamepad.

The game mode contains a node from the OpenXR plugin to toggle the VR headset.

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You can simulate the controller buttons on the keyboard as seen in the image.

Select may be either [SPACE] or [ENTER] in earlier versions.

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Game Mode VR

SDotUI3_GameModeVR

Use this Game Mode for VR scenes. It enables the 3D interface on the virtual tablet.

  • SDotUI3_CharacterV3
  • SDotUI3_ControllerGamepad

Grabbing or pointing at objects with your hands may not work with UI3.

Using VR with UI3

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Input settings (classic) for controllers

This describes the Classic Input Settings. See further down for Enhanced Input Settings (Unreal 5.3+).

You can use other controllers if they are generally supported in Unreal. You may have to activate them through a plug-in, or they may become available once they are connected.

Then add their buttons to the input controls in the Project Settings. Navigate to Engine / Input and then add your controller buttons to the Bindings. This should be somewhat self-explanatory.

Action Mappings are button clicks like ENTER, or keyboard shortcuts like [I] = Screenshot.

Axis Mappings are for player movement or mouse turn.

Detailed information can be found in the Unreal Engine Documentation.

Unreal Engine Documentation - Input

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examples of how it works:

Keyboard Key S

This key controls the backwards movement. Movement is two- dimensional and can be X or Y, or forward/backward and Left/Right. You'll need 2 modifiers for this control key

  • Swizzle Input Axis Values: redirects default X to direction Y which is forward/backward.
  • Negate will invert (negate) the value to move backwards.

Gamepad Left Stick

The lift stick is a 2 dimensional input. There are another 2 modifiers used for this type of input:

  • Dead Zone is a limiter that stops input of low values. Most controllers are not perfectly calibrated and send low values when they are idle.
  • Scalar is a simple multiplier that increases the value of the stick 50 times for X and Y axis.

A simple Button, like the Select Button doesn't need any modifiers.

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