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[old] Doors UE5
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Settings
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UI3 Connect
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UI3 Preview Ft.
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UI3 Design
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UI3 FAQ + TIPS
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Ver History
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V3 Placements
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V3 Quick Start
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Books V2
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Doors FAQ
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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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UI2 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 Variations
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UI3 Other BPs

UI3 Info Map

The Info Map is where all your project data lives. Place one into your level. The UI will not work without an UI3 Info Map. Select the blueprint in the scene and enter all data as described below.

Do not change the blueprint itself in the content browser unless you permanently want to alter the design, or functionality, and you know what you are doing.

Content:

Adding the Info Map

Transform

Project Settings

UI Design

Scene Presets

Scene Tools

Floorplan

About

Player Settings

Player Movement Settings

Edit Objects (Variations)

Camera Settings

Adding the Info Map

Place the info map into a non streaming level.

You can put a floor plan into it for a reference when assembling the scene. The floor plan needs to be black on white background.

Rotate the floorplan with the standard transform Z-rotation to align it with the walls. Then use the scale value in the Floorplan Settings to scale it. Finally move it so it matches the walls as exactly as possible while fine tuning the scale value.

Transform

> Transform
Location Move the floorplan or change the location values here.
Rotation Rotate the floorplan or change the Z values here. Only Z can be something else than 0.0 preferable between 0 and 360
Absolute Scale You can't change the scale values here.
The blueprint will calculate the side ratio of the floorplan texture. The overall scale can be set in the Floorplan settings section.

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Project Settings

> Project Settings
> Stream Levels Add the name of all your levels here that need to be streamed in. Don't add the scenario levels or levels that are set to be always loaded.
Project Name The name of the project will be displayed in the Info widget
Project Text An additional punch line for the project name
Unit ID This is an internal number that allows different save slots for multiple units. A new number will generate 5 new save slots.
Use Mouse Move Activate mouse move. This will display a target under the mouse cursor on any floor or defined stair mesh. Clicking the left mouse button will move the player to the target.
> advanced display
Screen Messages untick this to hide debug messages on screen during play. They will still appear in the output log.

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UI Design

> UI Design
UIColor Set Used The ID of the UIColors set that will be used for this scene's UI. See below.
Main Menu Text Size The size of the text used in the main menu buttons.
Main Menu Icon Size The size of the icons used in the main menu buttons
Icon Button Size The size of icons used within the sub menus.
> Advanced
> UIColors Each array defines a set of colors and translucency (alpha) used in the UI. Choose above which set to use.
- Text: all standard text
- Background: background of the sub menus
- TopText, Focus, Background: the top menu with the main menu items
- Frame: button and other frames. Set alpha to 0.0 to remove frames
- FrameFocus: frames that are in focus
- ThumbFrameFocus: image previews frames that are in focus
- FrameActive: frames around active items
- Slider: unfocused sliders. Sliders in focus will use the Text color.
Main Menu Text The text that is used for the main menu buttons. You cannot change the order of the buttons here.
Show Main Menu Icons when ticked all icons show in the main menu buttons. If unticked only buttons without text will show the icon.
Main Menu Icons You can replace icons here. You cannot change the order of the icons here. Your icons need to be square and the type needs to be set to 'User Interface' in the texture viewer. They also need to be black on white to use the coloring logic of the UI.
Button Text This is a collection of all test used for buttons in the UI. This is useful to enter text in a different language. You can only replace one for one. Do not reorder, remove or add array elements. You can copy / paste the array between projects.
Preview Size The preview image size for Scenarios, Design Schemes, Sequences and Worlds. Changing these values can have unexpected results. The UI is designed to hold 3 full images of this size horizontal. More than 3 items will spawn a horizontal scroll bar..
Box Image The Border Image that creates the round corners for some widgets.
Blur Strength The strength of the background blur.
Slot Saved The color of a slot that has been saved and contains data.
Save Slots The color of the ring around the save slot button when in focus.
Icon A B X Icon images for the controller used. These can be replaced with other icons if a different controller is used. There are icons available in the UI/Tex director for HTC VIVE and Oculus touch controllers.

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Scene Presets

> Scene Presets
Enable Scenarios A scenario is a sub level that can be swapped out with another scenario level. For example 2 completely different furniture arrangements or a daylight and a night setup as seen in the example project.
A level can hold the entire lighting data if it is set to a Lighting Scenario in the level browser. (It actually doesn't need to have a light in it to do so)
Default Scenario The ID of the scenario level that is loaded by default.
> Scenarios Add an array element for each Scenario level here.
Scenario Preview An image based on 1920x1080 px ratio. Needs to be at least 250x140 px.
Scenario Name A short name displayed under the preview image.
Enable Design Schemes A Design Scheme is a set of material and mesh choices that can be changed with one click. It uses the standard variations blueprint. The first entry in the blueprint will be used for Design ID 0, the 2nd for Design ID 1.
Note [Bug] Tick Scene Tools -> Enable World Travel if the list of Design Schemes is missing. The Worlds Travel menu will still not be visible if the Worlds array is empty.
Default Scheme The Design Scheme loaded by default.
> Design Schemes Add an array element for each Design Scheme here.
Design Preview An image based on 1920x1080 px ratio. Needs to be at least 250x140 px.
Design Name A short name displayed under the preview image.
Enable User Saves If enabled a row of 5 save and load icons is displayed in the UI.
> advanced display
Save Slot Size The size of the ring texture used for the save slots. Increase to around 90 for touch screen controls.

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Scene Tools

> Scene Tools
Enable Movable Sun When ticked the UI3 will look for a Sun Positioning Actor / Sun and Sky Actor. If one can be found it will use it to change the position of the sun according to the sliders of the menu. You can enter the exact location into the Positioning Actor directly.
Solar Time The default solar time where 13.5 is 1.30 pm
Day The day of the month
Month The month to get the correct sun angle
Enable Sequence Player The Sequence Player can play sequences present in the scene. This is not a pre recorded movie. It will play the sequence in real time and any changes made to the scene will be visible in the sequence.
> Sequencees Add an array element for each Sequence here.
Sequence Preview An image based on 1920x1080 px ratio. Needs to be at least 250x140 px.
Sequence Name A short name displayed under the preview image.
Sequence Add a valid sequence here.
Enable World Travel World Travel means loading a different scene. The new scene will need its own Info Map and you need to enter all data into it. If you want to come back here you need to enter the current persistent level as a World to travel back to.
Travel Header Text Enter a name if you don't like the default name.
> Worlds Add an array element for each World here.
World Preview Image An image based on 1920x1080 px ratio. Needs to be at least 250x140 px.
World Name A short name displayed under the preview image.
World Name Short A shorter name - currently not used.
World Persistent Level Enter the exact name of the world's persistent level here.
Screenshot Resolution Enter the resolution for screenshots here. It can be in pixels like 1920x1080 or as a multiplyer of the current screen size (1 or 2, etc)
Enable Inventory List You can print an inventory list if you have the Easy File Manager plug-in available on the Marketplace. See more detail in the FAQ and Tips section. Click the tick box to enable the buttons here.
> advanced display
Use Default Save Directory If true the save directory will be 'MyProject/Save/' with subdirectories for 'Screenshots' and 'List'. If not saves will be in the directory name below
Custom Save Directory A custom save directory for screenshots and lists. Above tickbox needs to be unticked for this to work.

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Floorplan

> Floorplan
Show Floorplan Weather to show the floorplan menu.
> Floors or Units Add an array element for each Floor or Unit here.
Floorplan This should be a black on white image containing a simplified version of the design drawings provided by the architect. You can have multiple stories on top of each other but all floorplan need to match the relative position. A bit like a flip book.
The image needs to be uniformly scaled where the X side is scaled the same way as the Y side.
Floor Name A short name displayed on top of the floorplan image.
Height Offset The lowest floor should have an offset of 0.0. Enter the floors as they are located in the building from lowest to highest. The offset is the total offset from the lowest floor.
Floorplan Scale Use this value to scale the floor uniformly.
> Rooms for List Add an array element for each Room here.
ID 0, 1, 2 ... Add the names of rooms here. You can asign Variation Actors to the room ID to make lists more readable.
> advanced display
Fade Black Teleport If ticked the screen fades to black for the teleport to a new location.
Tele Slide Time The time it takes to move the player to the new location.
Dot Size The size of the interactive dot created for each location found in the scene. Increase to around 32 for touch screen controls.
Ratio [Read Only] Displayes the ratio of the floorplan image for debugging.

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> Info Media
Show Info Media Weather to display the Info menu.
> Info Media Add an array element for information you want to display in the Info menu.
Name A short name for the button.
Image An image to be displayed when the button is pressed. Use a black and white image to integrate with the UI color scheme. The first entry here is the control scheme help by default.
UIGraphic Untick this if you want the white background of an image to remain white. Otherwise it will be treated as UI graphic.
Media Source Add an Unreal Media Source object here to display a movie. This will override any image entered.
Description A longer description for the movie or image displayed.
> advanced display
Prj Info Text Size The text size of the lines entered as Project Info Text
Max Size Images Changing the size here might be useful for very large or small monitors.

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About

> About
Show About Weather to display the About menu.
Prj Logo A square image that is displayed on top of the Info menu. Needs to be black and white to integrate into the UI color scheme.
> Project Info Text An array of lines displayed next to the project name in the Info menu. Meant to be used for address and phone number, etc.
Image Controls Add an image here to explain the controls. There are images available in the Tex folder. Or create your own image.
> Logos Add an array of logos here. They need to have a 2:1 side ratio (256x128 px or larger). If they are black and white they are integrated into the UI color scheme.

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Player Settings

> Player Settings
Show Settings Weather to show the settings menu or not.
Turn Rate The turn rate for mouse controls for the player camera.
> advanced display
Max View Angle Up Restricts the angle the player can look up
Max View Angle Down Restricts the angle the player can look down
Slider Time Delta Time to repeat controler input when you keep holding down the button.
Slider Value Delta Amount the will be added per step.

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Player Movement Settings

> Player Movement
Walking Speed
Default value for player walking speed.
Max Can Step On Height This value determins what height the player can step on. 30 units is high enough for steps but stops the player from stepping onto furniture.
Flying Min Speed The speed the player starts moving in drone mode. The speed will increase until the max speed is reached.
Flying Max Speed The maximum speed for the drone to fly.
> advanced display
Flying Acceleration The amount the flying increases when holding down the movement button or key.
Flying Deceleration The amount the drone will decrease speed when letting go of the button or key.
Drone Speed UpDown Factor Reduces the speed for flying up or down with the drone by this factor. The drone won't accelerate up or down. Can be larger than 1.0 to increase speed.
Target Move Time The time the player takes to move to the target on the floor when clicked. 'Target Move' needs to be enabled.
Target Life Time The time the target stays alive in the same spot. You can increase this value if the move target is barely visible for performance reasons.
Target Material The material that creates the floor target for target move. Needs to be a Defered Decal.

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Edit Objects (Variations)

> Edit Objects
Allow Object Edits Weather the Edit Objects menu will be displayed.
Marker Visibility All = Show all markers
Selected = Only show the selected marker
None = Never show the markers
Marker Scale Size of the markers.

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Camera Settings

> Camera Settings
Field Of View The default FOV. Can be changed in the Settings Menu.
Player Camera Height The default camera height. 110.0 feels like a good value. Can be changed in the Settings Menu.
Max Focal Distance The maximum value for the manual focal slider. Lower values will increase acuracy for close up shots.
Default Aperture The default aparture set for the camera
DOF Radius This doesn't have any visible effect at the moment. Leave it at default value.
Orbital Camera True will enable the camera beam to be modified with the mouse wheel and apply the Arm Length set below as default.
Orb Cam Angle The angle of the orbital camera. It will look slightly down at default.
Orb Cam Arm Length The length of the camera arm. A value of 2000 cm will allow the user to rotate the camera around the player start. This can be useful for exterior scenes. This allows to rotate the view around the building. Place the player start above the building. The camera will still be blocked by collision. This isn't fully fleshed out yet. So use with care.
Orb Zoom Factor How fast you can zoom with the mouse wheel. Higher values will increase the zoom speed. Middle mouse button will reset the arm to default length.

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