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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 Game Modes / Controls

The Game Mode defines the type of interface and how to control your project. Keyboard or Gamepad, touch, or VR.

This has been written for UI3.0. Some settings might be in another spot or named differently.

Content:

World Settings

Game Mode Keyboard

Game Mode Touch

Game Mode Gamepad

Game Mode VR

Input settings for other controllers.

[legacy] VR Headset Tracking Origin (3.1)

World Settings

The Game Mode holds the information which Character and Input Controller will be used in your project.

The Game Mode can be selected in the World Properties. Each (persistent) level has its own World Properties. If you only have one level then this is the persistent level. This way you can have multiple different Game Modes in the same Project.

There are 4 Game Modes to choose from:

  • SDotUI3_GameModeKeyboard for keyboard and mouse support
  • SDotUI3_GameModeTouch for touch controls
  • SDotUI3_GameModeGamepad for XBOX Gamepad support
  • SDotUI3_GameModeVR for VR headsets with a controller or gamepad.

Read on for more details about how to use these Game Modes.

Put all your assets into sub levels if you want to use the same scene for different game modes. Then create a persistent level for each game mode and add the asset levels as sub levels. Put a copy of the UI3 Info Map in the persistent level for each game mode and make the necessary changes for the game mode. Now any changes to the scene in the sub levels will lead to all versions to be changed as those share the same sub levels.

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Game Mode Keyboard

SDotUI3_GameModeKeyboard

This is the default Game Mode.

Technically this Game Mode uses the SDotUI3_CharacterV3 and the SDotUI3_ControllerKeyMouse. The Game Mode itself is empty.

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This image shows the input controls for Keyboard and Mouse. 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.

You can use the defaults for anything regarding the look and functionality of the interface.

Tip: click on the little yellow arrow next to the value to set the parameter back to its default value.

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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.

Technically this Game Mode uses the SDotUI3_CharacterV3 and the SDotUI3_ControllerTouch. The Game Mode itself is empty.

During development it might be useful to simulate the touch screen input with the mouse. You can find this setting in the Project Settings -> Input. Or use the Keyboard Game Mode during development.

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To test the controls without having a touch screen input device temporary tick this box below. This will disable mouse input in keyboard mode!

Project Settings -> Input - > Mouse Properties
Use Mouse for Touch Lets you test touch screen controls without a touch input device. This will disable mouse input in keyboard/mouse game mode!

Settings in the Info Map blueprint:

Info Map -> Project Settings
Use Mouse Move The touch controller blueprint should enable this no matter what is set here.
UI Design
Button Text Size Main menu button size:
12 - (default) works well for standard interface use
20 - It's better for touch screen to increase the size
Scene Presets
> advanced display
Save Slot Size The size of the user save slot circles
56 x 56 - default
90 x 90 - Increase the size for touch screen controls
Floorplan
> advanced display
Dot Size The size of the dot indicating a point to teleport in the floorplan widget
16 - default
32 - Increase the size for touch screen controls
Info and Help
Info Media > 0 By default the control scheme is used as the first Info Media
Image Replace the current image with the image that shows the touch control scheme.

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Game Mode Gamepad

SDotUI3_GameModeGamepad

Use this Game Mode with a XBox gamepad controller or any other controller. Find some more info for the use of other controllers at the end of the page.

Technically this Game Mode uses the SDotUI3_CharacterV3 and the SDotUI3_ControllerGamepad. The controller blueprint contains all the blueprints to navigate the Main menu.

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Settings in the Info Map blueprint:

Project Settings
Use Mouse Move If true a target circle will be displayed on the floor. Once the move button (depends on the controller used) is clicked the player will slide to the circles position.
UI Design
> advanced display
Icon A Lets you replace the default gamepad face button down icon. This is used to select menu items (like enter).
Icon B Lets you replace the default gamepad face button right icon. This is used to toggle the menu visibility and move sliders to the right.
Icon X Lets you replace the default gamepad face button left icon. This is used to cancel and move sliders to the left.
Info and Help
Info Media > 0 By default the control scheme is used as the first Info Media
Image Replace the current image with the image that shows the control scheme of the connected controller. There are images for Gamepad, VIVE and Oculus Rift controller available.

How to use a different controller with the user interface is explained at the end of this page.

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Game Mode VR

SDotUI3_GameModeVR

Use this Game Mode for VR scenes. XBox gamepad controller, a VIVE controller or the Oculus Rift controller can be used by default. Find some more info for the use of other controllers further down on this the page.

Technically this Game Mode uses the SDotUI3_CharacterV3 and the SDotUI3_ControllerGamepad. The controller blueprint contains all the blueprints to navigate the Main menu. The game mode blueprint has some additional blueprint nodes for VR to work.

You can move around by clicking the left trigger button. You have to remap the right joystick if you want to use it instead to move around. Check further down how to remap input actions.

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Settings in the Info Map blueprint:

Settings - Player Movement
Use Mouse Move If true a target circle will be displayed on the floor. Once the move button (depends on the controller used) is clicked the player will slide to the circles position.
UI Design
Button Text Size Main menu button size:
12 - (default) works well for standard interface use
16-20 - You can increase the Main Menu size on the tablet to be more readable.
> advanced display
Preview Brightness The preview and info images can be over exposed and barely visible on the VR tablet in your scene. You can darker them with this value. In the example scene I had to use a brightness of 0.05
Slot Saved
Saved Slot
Turn down the color brightness if the save slot indicators are too bright and appear white on the VR tablet in the scene.
Icon A Lets you replace the default gamepad face button down icon. This is used to select menu items (like enter). There are button images in the Tex directory for VIVE and Oculus Rift controller.
Icon B Lets you replace the default gamepad face button right icon. This is used to toggle the menu visibility and move sliders to the right.
Icon X Lets you replace the default gamepad face button left icon. This is used to cancel and move sliders to the left.
Floorplan
Fade Block Teleport With this tickbox enabled the screen will fade black while the player is teleported to a new location. May be needed to avoid VR sickness.
Info and Help
Info Media > 0 By default the control scheme is used as the first Info Media
Image Replace the current image with the image that shows the control scheme of the connected controller. There are images for Gamepad, VIVE and Oculus Rift controller available.

image

Input settings for other controllers.

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.

Once they work you have to add their buttons to the input controls in the Project Settings. Open the settings and navigate to Input by clicking on the link on the left side. Then add your controller buttons to the Bindings. This should be somewhat self explanatory.

Action Mappings are button clicks like ENTER, or shortcuts like I for a screenshot.

Axis Mappings are movement controls like player movement forward or mouse looking to the side. Anything that isn't a simple click.

Detailed information is on the Unreal Engine Documentation about Input.

Unreal Engine Documentation - Input

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[legacy] VR Headset Tracking Origin (3.1)

This node needs to be deleted in the latest engine version to avoid a packaging failure!

By default the tracking origin of the headset is set to Eye Height. This works for headsets that you use while sitting down or staying in the same place when using it.

HTC VIVE or similar headsets allow you to walk around and usually have their tracking origin set to the floor level.

You can change this directly in the SDotUI3_GameModeVR or set it in the info map per project. Locate the Set Tracking Origin node in the game mode and change it. Then compile and same the game mode.

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