Pages in Documentation

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Customize
../images/architecture/2024/kitchen/thumbs/01.jpg
Overview
../images/architecture/2023/spline_versions/thumbs/02.jpg
Spl. T. Versions
../images/architecture/2023/spline_placement/thumbs/02.jpg
Placement
../images/architecture/2023/spline_mesh/thumbs/02.jpg
Mesh Def.
../images/architecture/2023/spline_segment/thumbs/03.jpg
Segments
../images/architecture/2023/books/thumbs/01.jpg
Books V2
../images/architecture/2023/ui3_history/thumbs/01.jpg
UI3 Versions
../images/architecture/2023/ui3-custom/thumbs/01.jpg
Features /Preview
../images/architecture/2023/ui32/thumbs/01.jpg
UI3 Overview
../images/architecture/2023/ui3_faq/thumbs/01.jpg
UI3 Bugs
../images/architecture/2023/ui3_data/thumbs/02.jpg
3.2 UI Settings
../images/architecture/2023/ui3_design/thumbs/01.jpg
3.2 UI Design
../images/architecture/2022/splinesV3/thumbs/01.jpg
3 Spline Tools
../images/architecture/2022/doorsfaq/thumbs/01.jpg
Doors FAQ
../images/architecture/2022/doorsv2/thumbs/01.jpg
Doors V2 UE5
../images/architecture/2022/steps/thumbs/12.jpg
Step by Step
../images/architecture/2022/kitchenfaq/thumbs/01.jpg
2 Tips & FAQ
../images/architecture/2022/kitchen/thumbs/01.jpg
1 Reference
../images/architecture/2021/ui3-game/thumbs/07.jpg
UI3 Game Modes
../images/architecture/2021/ui3-faq/thumbs/01.jpg
UI3 FAQ
../images/architecture/2020/books/thumbs/01.jpg
Books V1
../images/architecture/2020/doors/thumbs/01.jpg
Doors V1
../images/architecture/2024/kitchenchange/thumbs/02.jpg
Change list
../images/architecture/2021/ui3-bugs/thumbs/02.jpg
3.1 Bugs Fixes
../images/architecture/2020/spline/thumbs/01.jpg
2A Generic BP
../images/architecture/2021/splexamples/thumbs/01.jpg
2B Gen Examples
../images/architecture/2020/railings/thumbs/01.jpg
1 Railings
../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/2019/ui2features/thumbs/04.jpg
2 UI Features
../images/architecture/2019/ui2start/thumbs/01.jpg
3 Get Started
../images/architecture/2019/ui2info/thumbs/08.jpg
4 Info Map
../images/architecture/2019/ui2act/thumbs/01.jpg
5 BP Actors
../images/architecture/2020/clients/thumbs/01.jpg
6 Manage Clients
../images/architecture/2020/faq/thumbs/03.jpg
7 FAQ
../images/architecture/2019/ui2examples/thumbs/06.jpg
8 Tutorials
../images/architecture/2021/ui3/thumbs/01.jpg
UI3 Overview
../images/architecture/2021/ui3-start/thumbs/02.jpg
UI3 Get Started
../images/architecture/2021/ui3-infomap/thumbs/02.jpg
3.1 Info Map
../images/architecture/2021/ui3-var/thumbs/01.jpg
UI3 Edit Mode
../images/architecture/2021/ui3-actors/thumbs/02.jpg
UI3 Blueprints

UI3 Blueprint Actors

Other useful blueprints in the UI3

This has been written for UI3.0 !

Content:

BP_TVPlaying

Location Actor

Walkable Mesh Marker

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.

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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.

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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.

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