Pages in Documentation
Customize
Overview
Spl. T. Versions
Placement
Mesh Def.
Segments
Books V2
UI3 Versions
Features /Preview
UI3 Overview
UI3 Bugs
3.2 UI Settings
3.2 UI Design
3 Spline Tools
Doors FAQ
Doors V2 UE5
Step by Step
2 Tips & FAQ
1 Reference
UI3 Game Modes
UI3 FAQ
Books V1
Doors V1
Change list
3.1 Bugs Fixes
2A Generic BP
2B Gen Examples
1 Railings
UI 1 - Part 1
UI 1
Ui 1 - Part 2
1 Overview
2 UI Features
3 Get Started
4 Info Map
5 BP Actors
6 Manage Clients
7 FAQ
8 Tutorials
UI3 Overview
UI3 Get Started
3.1 Info Map
UI3 Edit Mode
UI3 Blueprints
UI3 Blueprint Actors
Other useful blueprints in the UI3
This has been written for UI3.0 !
Content:
BP_TVPlaying
This lets the TV play a movie. It triggers Media Player connected to a media texture that can be applied to any asset.Media Player is the media player assigned to the media texture.
Media Source is a media source that should be played.
You need to put the video (mp4) file into a folder content/movies. A movie file that is not in that folder won't be packaged or migrated by default. But you can add other movie folders in the project settings/packaging/advanced to the list of additional folders to be packaged.
Location Actor
> Location | |
Location Name | A name of the location that gets displayed underneath the location dot in the interactive floorplan. |
Floor ID | The ID of the floor this location is for. As entered into the Info Map. |
Camera Pitch | The angle up or down the camera will look at after the player has been teleported to the location. |
List Room ID | The ID of one of the rooms defined in the Info Map. |
Walkable Mesh Marker
> Walkable Mesh | |
> Actors | Add an array element for each mesh that
should be considered as walkable. This doesn't make a walkable
collision. It just allows the target dot to appear on this mesh so
the player can use the mouse move to get onto it. By default the target only appears on meshes that are close to the Z height of the player position. |
ID 0, 1, 2 ... | Use the eye dropper to pick a mesh from the scene. Needs to be in the same level. |