Pages in Documentation

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Game Modes
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6 FAQ + Tips
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3 Examples
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Books
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Doors
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1 Spline BP
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2 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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3 Info Map
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4 Variations
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5 More BP Actors

UI3 Get Started

Get started with the UI3 in your own project.

Content:

Epic Games Launcher

Migrate the UI3 to your project

Copy Input Controls

Place a Player Start

Project Settings

Sun Positioning Plugin

Post Process Volume

World Settings

Level Structure

Epic Games Launcher

Open the Epic Games Launcher and get the UI3 User Interface from the Marketplace, if you didn't get it already.

The UI3 should now be in your VAULT. Look for it and click on [Create Project].

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From the VAULT click on Create Project. This will create the demo project.

Make sure you are using the desired engine version! You can create as many versions of the Demo Project as you want. Most of the times it is ok to upgrade to a higher engine version later on. But you will never be able to go down an engine version.

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Migrate the UI3 to your project

You can create a new level in the demo project or you can use a new or existing project and migrate the UI3 to the other project. There are 2 ways you can migrate.

Migrate the entire demo project by right clicking the main folder ArchVizUI_V3 or you can just migrate the UI actors within this folder. Both ways you need to select the Content folder in the other project as the target.

Do not just copy the folder from one project to another using Windows Explorer.

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Copy Input Controls

The input controls are stored in the DefaultInput.ini file of your project. You have to copy this file from the Demo Project's Config folder to your project's Config folder. Use Windows Explorer to do so. You may have to restart the editor to recognize the file.

If you cannot move when playing the app then you most likely haven't copied this file to the new project.

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Place a Player Start

Add a player start to the persistent level of the scene where the player should start when the app loads.

Place a Blocking Volume under the player start so the player doesn't fall through the floor because the level geometry isn't loaded yet.

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Project Settings

You have to set a few things in the Project Settings depending on what kind of lighting you are going to use. Most important settings are already set through the project template you choose. You can make additional changes later. The image shows the most common settings.

There are a lot of project settings. Unreal has a very good online documentation. Be careful what you change here. The link below should get you additional help if needed.

Setting Up Your Project | Unreal Documentation

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Sun Positioning Plugin

You have to enable this plugin even if you don't intend to use it. Otherwise you will get blueprint errors from the Main Menu widget.

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Post Process Volume

Your level needs at least one post process volume. Many render settings can be set there. The image shows the PPV_Global volume from the example scene. It is set to 'Infinite Extend' which means its settings cover the entire scene.

You can add additional volumes and give them a higher priority. Settings in volumes with higher priority will overwrite settings in volumes with lower priority.

The settings in the image cover the ray-tracing of the scene.

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World Settings

Open the World Settings and choose the Game Mode of your project. Currently 4 modes are available:
  • SDotUI3_GameModeKeyboard for keyboard and mouse control. Optional mouse only controls available.
  • SDotUI3_GameModeTouch for touch screen support.
  • SDotUI3_GameModeGamepad for using an XBOX gamepad or other controllers.
  • SDotUI3_GameModeVR for VR projects with a 3D interface in front of the player. VIVE and Oculus Touch controllers are set to be used.

This will set the Character and Controller blueprints for the current scene. Click the link below for more details the different game modes.

Once you are here you can also lower the values for Static Lighting Level Scale' and increase the values for 'Indirect Lighting Quality' and bounces slightly. I would not go crazy with these values.

More details about Game Modes

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Level Structure

You need at least one level for each scene. This level is commonly called the 'Persistent Level'. I like to have a minimal amount of actors in this level. Just the player start and some volumes like the default Post Process Volume and a Lightmass Importance Volume if needed.

Sub levels are loaded from within the UI by default. You can set them to be loaded permanently by right clicking and selecting Streaming Method > 'Always Loaded'.

Finally there are 'Lighting Scenarios'. Those levels can hold the entire lighting information for all other levels. There can only be one of these scenarios loaded at the same time in the app. Use the right click menu to turn a level into a 'Lighting Scenario'.

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