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Customize
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Overview
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Swap Actor
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Settings
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Swap Actor
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UI3 Connect
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UI3 VR projects
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Customize
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Overview
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UI3 Scene Settings
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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 Vers History
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UI3 Preview Ft.
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UI3 Overview
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UI3 Bugs
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UI3 Data Entry
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UI3 Design
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3 Spline Tools
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Doors FAQ
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[old] Doors UE5
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Step by Step
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Tips & FAQ
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Reference
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UI3 Input Controls
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UI3 FAQ + TIPS
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Books V1
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Doors UE4 (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 & Info
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UI3 Other BPs

UI3.2 Known Bugs And Solutions

Look here for answers if something does not go according to plan. Issues that are listed here will most likely be fixed in the next update.

[fixed] or [lagacy] indicate that the issue has been solved in an update.

Content:

Menu is Empty

[Fixed] Packaging Fails After 3.2 Update (June 2023)

[Fixed] [5.3] GameMode Blueprint Error

Some images on the VR tablet are too dark or too bright.

[Legacy] Enable Thumbstick for Movement in VR

Failed to load [...] P_Tablet12

[legacy] TV not playing

[fixed] Can't select Mesh Variation

[fixed] Panel Edges are not round

[fixed] Mouse Move doesn't work

Floorplan appears to be unscaled

[Legacy] Asset materials change when hitting [F]

Info Section for Variation doesn't update

[Fixed] [5.3] GameMode Blueprint Error

You might get an error when you hit the play button in the editor.

The Game Modes blueprints contain a node to enable or disable the VR headset. The node Enable HMD is not available in Unreal Engine 5.3 unless the OpenXR plugin is enabled. All other engines don't have that problem as far as I know.

To solve this you can

  • Enable the OpenXR plugin.
  • Or open the 4 game mode blueprints in the ArchVizUI3 / UI / Blueprints folder, switch to full blueprint editing mode, and remove the node Enable HMD. Compile and save the blueprints.

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The tablet lives in the folder Content/ArchVizUI3/UI/Etc/SM

The material is in the folder Content/ArchVizUI3/UI/Mat and is called M_MobileDevices01_i01.

Please reassign the material, if the material isn't applied in the static mesh browser for the tablet or in the character.

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[legacy] TV not playing

Somehow the BP_TVPlaying actor is set to a movie that doesn't exist in the folder.

Please open this blueprint in the blueprint editor

  • Click on the variable Media Source
  • Change it to CliffHouse_Low
  • Save and Compile

Finally check if the actor in the level has the same media source set. And look into your directory if the actual movie (MP4 file) is there. Sometimes only the unreal actor is there but not the movie.

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[fixed] Can't select Mesh Variation

This might happen if the static mesh is fully enclosed with another actors collision. Like the cooktop that is inside the kitchen bench collision. To fix this for the moment.
  • Open BP_SDotControllerKeyboardMouse
  • Search for Line Trace By Channel node
  • Tick the box for Trace Complex
  • Compile and Save

NOTE: The Variation Actor Blueprint needs to be in the same level as the static meshes you want to pick.

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[fixed] Panel Edges are not round

All panel edges are shaped irregular at the moment. You can fix this easily:
  • Open the widget UI3_SubMenuPanel
  • Go to the Event Graph
  • Disconnect the variable Border Margin from Panel Shape Margin without disconnecting the rest of the nodes. Like seen in the image.
  • Set the Panel Shape Margin value manually to 0.33
  • Compile and Save the Widget.

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[fixed] Mouse Move doesn't work

Please update if the "Move to target" feature doesn't work at the moment. Have a look at the image to see how to fix this if you do not want to update.
  • Open the Blueprint Controller SDotUI3_ControllerKeyMouse
  • Go the the Event Graph
  • Connect the variable is Valid Move Target to the Node called Check Move Target as seen in the image.
  • Compile and save the blueprint

This will fix it for the keyboard mouse game mode. The gamepad mode can be fixed the same way. But it looks a bit different in the blueprint. - Touch controller seems to be fine.

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What this does is to look for the location actor with the name StartName and teleport the player to this point as soon as the app starts.

You can try to copy/paste the clipboard data from the text file below into your level blueprint. You may have to add the variable manually and connect some of the nodes.

Nodes from Clipboard

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Floorplan appears to be unscaled

Since either 5.1 or later the floorplan occasionally seems to un-scale itself. You can easily fix this by
  • click on the box Update Blueprint in the Info Map
  • or make any change to the Info Map's settings
  • moving the info map and then undo the move
This may happen again next time you open the editor.

I've been trying to find the cause for this. But despite many hours and some different approaches it just doesn't go away.

I'll keep trying and update the project as soon as this issue is solved or maybe it solves itself one day without an apparent reason. The same way it got introduced.

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[Legacy] Asset materials change when hitting [F]

There might be a case where the UI gets stuck in Edit Mode. Meshes get changed by hiding or un-hiding the menu by pressing [F] or clicking (B) on the gamepad. To fix this yourself
  • Open the UI3_MainMenu widget
  • Open the Function Hide All Sub Menus
  • Change the nodes to look as shown in the image
  • Compile and save the widget

This will be fixed in an update soon.

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Info Section for Variation doesn't update

Problem

The info section in the Edit Mode widget doesn't update when selecting another variation from the list. Although there is an object info array element added for this variation.

Temporary Solution

  • Open the Main Menu Widget
  • Find the function Set Variation By ID
  • Connect the Completed pin to the branch pin as seen in the image.
  • Compile and Save the widget
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