Pages in Documentation

../images/architecture/2024/door-settings/thumbs/03.jpg
Settings
../images/architecture/2023/ui32/thumbs/01.jpg
UI3 Overview
../images/architecture/2022/doorsv2/thumbs/01.jpg
[old] Doors UE5
../images/architecture/0040/quick/thumbs/01.jpg
Quick Start
../images/architecture/0040/swap/thumbs/01.jpg
Swap Actor
../images/architecture/0040/custom/thumbs/04.jpg
Custom Assets
../images/architecture/0040/system/thumbs/01.jpg
System Drawings
../images/architecture/0040/steps/thumbs/12.jpg
Step by Step
../images/architecture/0040/faq/thumbs/01.jpg
Tips & FAQ
../images/architecture/0040/settings/thumbs/03.jpg
Settings
../images/architecture/0033/designer/thumbs/02.jpg
Designer
../images/architecture/0033/cost/thumbs/02.jpg
Cost Tracking
../images/architecture/0033/features/thumbs/08.jpg
Features Overview
../images/architecture/0033/quick/thumbs/01.jpg
UI3 Quick Guide
../images/architecture/0033/settings/thumbs/16d.jpg
Scene Settings
../images/architecture/0033/connect/thumbs/02.jpg
Connect External
../images/architecture/0033/vr/thumbs/03.jpg
VR projects
../images/architecture/0033/history/thumbs/01.jpg
Version History
../images/architecture/0033/preview/thumbs/01.jpg
F. w. Preview
../images/architecture/0033/bugs/thumbs/01m.jpg
Fix Known Bugs
../images/architecture/0033/design/thumbs/01t.jpg
UI Settings
../images/architecture/0033/layout/thumbs/02.jpg
UI Layout
../images/architecture/0033/game/thumbs/07.jpg
Input & Gamemode
../images/architecture/0033/faq/thumbs/08.jpg
FAQ + TIPS
../images/architecture/0023/v4-functions2/thumbs/05.jpg
V4 Functions 2
../images/architecture/0023/v4-functions/thumbs/01.jpg
V4 Functions P1
../images/architecture/0023/v4-quick/thumbs/01.jpg
V4 Quick Guide
../images/architecture/0023/history/thumbs/02.jpg
Ver History
../images/architecture/0023/v3-placements/thumbs/02.jpg
V3 Placements
../images/architecture/0023/v3-mesh/thumbs/02.jpg
V3 Mesh Def.
../images/architecture/0023/v3-segments/thumbs/03.jpg
V3 Segments
../images/architecture/0023/v3-quick/thumbs/01.jpg
V3 Quick Start
../images/architecture/0021/v2/thumbs/01.jpg
Books V2
../images/architecture/0021/v1/thumbs/01.jpg
Books V1
../images/architecture/0019/custom/thumbs/01h.jpg
Customize
../images/architecture/0019/overview/thumbs/00b.jpg
Quick Guide
../images/architecture/0019/swap/thumbs/01.jpg
Swap Actor
../images/architecture/0019/faq/thumbs/01.jpg
Doors FAQ
../images/architecture/0019/v2/thumbs/01.jpg
Doors UE4 (V1)
../images/architecture/2021/ui3-bugs/thumbs/02.jpg
3.1 Bugs Fixes
../images/architecture/0040/history/thumbs/02.jpg
Ver History
../images/architecture/0023/v2-generic/thumbs/01.jpg
V2 Generic BP
../images/architecture/0023/v2-examples/thumbs/01.jpg
V2 Examples
../images/architecture/0023/v1/thumbs/01.jpg
V1 Railings Fences
../images/architecture/2019/guide1/thumbs/01.jpg
UI 1 - Part 1
../images/architecture/2018/03/thumbs/06.jpg
UI 1
../images/architecture/2019/guide2/thumbs/01.jpg
Ui 1 - Part 2
../images/architecture/2019/ui2/thumbs/01.jpg
1 Overview
../images/architecture/0013/features/thumbs/04.jpg
UI2 Features
../images/architecture/0013/start/thumbs/01.jpg
UI2 Get Started
../images/architecture/0013/infomap/thumbs/06.jpg
UI2 Info Map
../images/architecture/0013/actors/thumbs/01.jpg
UI2 BP Actors
../images/architecture/0013/users/thumbs/01.jpg
UI2 User Manager
../images/architecture/0013/faq/thumbs/03.jpg
UI2 FAQ
../images/architecture/0013/tutorials/thumbs/06.jpg
UI2 Tutorials
../images/architecture/2021/ui3/thumbs/01.jpg
UI3 Overview
../images/architecture/0033/start/thumbs/02.jpg
UI3 Get Started
../images/architecture/2021/ui3-infomap/thumbs/02.jpg
3.1 Info Map
../images/architecture/0033/variation/thumbs/01.jpg
Variation Actor
../images/architecture/0033/other/thumbs/02.jpg
Other Blueprints

Arch Viz User Interface - Features

A brief introduction to the features of the Arch Viz User Interface and Tools available on the Unreal 4 Marketplace.

Content:

Mesh Swaps

Material swaps

Design Schemes and Save Slots

Day and Night Lighting

Layout Scenarios

Sequence Player

Interactive Floorplan

Scene Travel

Control Types

VR Style Interface

Flexible Features and UI Design

Client Management (update Dec-2020)

Mesh Swaps

Choose meshes and their materials from a list of choices.
  • Create and swap single or multiple instances of the same mesh, like a group of chairs or a row of lights.
  • Multiple material ids supported
  • Auto generated preview thumbs or use custom images for previews
  • Adjust position offsets per mesh choice
  • Trigger other swap actors through tags (parent -> child)

image

Material swaps

Choose materials from a list of variations for meshes in the scene.
  • Maintains static lighting
  • Swap mesh groups together
  • Auto-generated previews or use custom images
  • Trigger other swap actors through tags (parent -> child)

image

Design Schemes and Save Slots

Design Scheme are pre-defined sets of materials, appliances or fittings. A scheme in a light or colourful look, or a standard and a prestige fit-out.

They can be a starting point or fixed choices for the client. Schemes change all assigned swap actors with a single click. Not much extra work to set them up.

Up to 5 Save Slots per client and unit can be used to save customized sets of choices for a later session.

image

Day and Night Lighting

You can bake lighting for different times of the day, like morning, midday and night.

Technical: In unreal baked scene lighting gives a far better look than dynamic scene lighting. Scenario levels store all lighting information for the entire scene in its level. This level can be swapped in run-time changing the lighting for the scene instantly.

image

Layout Scenarios

Scenario levels can also be used to swap furniture sets in the scene. You could have one scenario with modern and one with classic furniture and then swap between them instantly during run-time. This will maintain the high quality of baked lighting.

You can place swap actors within any scenario and then use them as usual.

Technical: Design Scenarios and Lighting Scenarios cannot be combined with each other. It's either / or - or better said: every scenario is unique. If you wanted to have 2 Design Scenarios and also switch between day and night you would need 4 scenarios. (design 1 day, design 1 night, design 2 day, design 2 night)

image

Sequence Player

This feature can run preset unreal sequences in the scene. It is a movie of the scene that is recorded while you are watching it.
  • Rendered in real-time with all current changes applied.
  • Can be saved with a screen recorder (many available for free)
  • Can be pre-recorded as HD mp4 movie for a web page etc.

image

Interactive Floorplan

A floor plan can be displayed during run-time with an icon indicating the current player position and rotation.

You can teleport to another preset location from a list. The list will show all locations of all floors. Or you can click on the target button inside the current floor plan.

image

Scene Travel

This allows you to set up multiple scenes in the same project. The scenes could show different houses or apartments. Every scene uses its own user interface with floor plans, interactive objects and so on.

The time to load another scene is very fast compared to having to quit the walk- through and load another application.

image

Control Types

You can use 4 types of controls at the same time:
  • Keyboard and mouse
  • Game controller
  • Mouse only controls where you click on a dynamic target on the floor to move around. Thought for pixel streaming projects or projects with touch screen control *)
  • Target move with a controller for VR projects *)

*) A few changes to the blueprints may be needed to get this working depending on the project or type of controller used.

image

VR Style Interface

An interface on a 3D virtual phone asset can be used for VR projects. Combine it with 'Mouse only' target move to avoid motion sickness. The mouse click can be emulated by a controller button.

Technical: VIVE, Oculus and other headsets require a 3D object in the scene that displays the interface. This is to avoid player discomfort.

The phone mesh can be replaced with another mesh similar in size. It sits behind the 3d widgets.

Some features like 'Drone mode' or 'Sequence Player' are disabled in VR mode.

image

Flexible Features and UI Design

  • Project data is saved in a blueprint actor that is placed in the scene. Multiple UIs can live in the same project. Each in its own persistent level. Travel between those levels is possible.
  • Entirely build with blueprint actors.
  • Knowledge about how to create blueprints not required but useful.
  • No programming or compiling code needed. Runs almost on every platform if assets and materials allow it.

BP_SDotUIToolsInfoMap

image

Client Management (update Dec-2020)

The free update from Dec-19 2020 on the marketplace now has a user management to save screenshots, lists and up to 5 game states for each client and unit in a custom or the default save directory. It is fully integrated into the UI and can be used with controller or keyboard/mouse.

Client management

Top of page