Pages in Documentation
Doors V2 UE5
Step by Step
2 Tips & FAQ
6 FAQ + Tips
1 Spline BP
UI 1 - Part 1
Ui 1 - Part 2
2 UI Features
3 Get Started
4 Info Map
5 BP Actors
6 Manage Clients
2 Get Started
3 Info Map
5 More BP Actors
UI3 Frequently Asked Questions
FAQ, Tips, and known bugs. Look here for answers if anything goes not according to plan.
Main Menu Compile ErrorSymptoms: You'll get a few load errors. The game won't 'Play' in editor and give you a message that there are blueprint errors in the 'Main Menu'.
Solution: This is caused by the 'Sun Position Calculator' not being enabled. Please enable this Plug-In even if you do not intend to use it. You have to restart the editor for the Plug-In to be enabled.
Do not save the Main Menu Widget before restarting. It should be fine after the restart. If you did save then re-migrate the MainMenu widget from the UI3 Demo Project and make sure to override when asked.
Still the same problem in UE 5.1? You can either update or jump to the bottom of this list for another solution.
Using GPU LightmassGPU Lightmass is a different way to build lighting in your scene. Follow all the steps suggested in the documentation (link below) to use it in your project. UI3 will just work fine with GPU LM. The user interface does not interfere with any lighting in the scene. Scenarios are working with GPU LM.
Dynamic objects (mesh variations) need some direct light to look decent (not black). This can be the skylight. Reflection actors need to be rebuild manually after each GPU Lightmass build. Black variation actors can be caused by missing reflection actors. Place one with low radius next to the black asset and rebuild lighting and reflections.
You also might want to increase the size of a few UI items to make touch controls easier to use:
- Button Text Size
- Location Dot Size
- Save Slot Size
Follow the link below for more details.
Pixel StreamingWith touch screen controls available now pixel streaming is also possible to tablets and other devices that don't have the power to render the scene. You can run the app in any modern web browser this way.
Follow the steps in the link below to enable pixel streaming for your project. It's easy to do locally in your own network. Some additional steps are needed to stream over the internet or alternatively you can use a service like https://www.furioos.com/
Wild Teleport Camera Rotation
This only happens in older versions. In the update from Sep-11 2021 the teleport functionality has been completely redone. It works very smooth now.
Here is a quick fix but it's highly recommended to get the update as it also introduces gamepad and VR support.
Open the SDotUI3_CharacterV3 and navigate to the Event Graph. Search for the 'Set Control Rotation' nodes. Disconnect the A value from the Lerp node seen in the image here. Add '-12' instead. Then compile and save the character blueprint.
In the updated version the nodes are different and don't need that fix.
UI3 can be used with
- Mouse and Keyboard controls on a PC
- A gamepad on a PC
- Touch controls with or without Pixel Streaming
- VR projects with VIVE or Oculus Rift controllers or a gamepad.
Read on how to use Game Modes for these different uses.
[Fixed] The Design Schemes are invisibleThere is a bug in the BP_SDOTUI3_InfoMap blueprint that also turns off the Design Schemes with the Scene Traveling. If you don't want to update you can
(a) Enable world travel but leave the world's array empty
(b) Open the BP_SDOTUI3_InfoMap blueprint. Open the function Hide Inactive Menus. Drag off the variable Enable Design Schemes from the Info Map node and connect the variable instead of the one called Enable World Travel.
Compile and Save and the Design Schemes should appear.
[Fixed 1.5] Activating Mouse Move will hide the main menu.Unfortunately the main menu might become hidden when the tick box for 'Mouse Move' is activated. You can fix this in the UI/Main Menu widget. Open the widget, switch to 'Graph' mode (top right corner), Look for the [Event Graph] Tab in the main window. Search for the 'Hide for mouse move' commented area and disconnect the red marked connection. You can do that by holding the ALT key and clicking on one of the pins. Compile and save the Main Menu.
This happens because the 'Set Visibility' node lost its target and hides the entire menu instead.
[Fixed 1.5.1] Cannot select mesh variationsThis bug in version 1.5 blocks you from selecting any variation actor that replaces static meshes and not just materials. It's relatively easy to fix until an update is available on the marketplace. It may some time due to the current release for the update to be available.
- Open the SDotUI3_CharacterV3
- Open the function Get Variation Hit Actor from the list on the left
- Find the green connection line seen in the image and click on it while holding down ALT.
- Compile and Save the Character blueprint
[Updated 1.5.3] Using another Sun Positioning ToolIn versions before the Sep-2022 update the UI3 would keep control over the Sun Positioning actor even if it is disabled in the UI. In the update this has been changed. The UI3 will now not alter any settings in the Sun Positioning actor if the feature is disabled.
You can make that change in your existing project if you prefer not to update. Open the UI3_MainMenu widget and change the node connection as seen in the image. Compile and save.
[Fixed 1.5.3] Settings Default Buttons not workingThe Default buttons in the settings menu do not work in version 1.5.2. This has been fixed in the SEP-2022 update. You can fix this yourself if you prefer not to update your project.
- Open the UI3_MainMenu widget
- Search for the Settings Movement nodes in the Event Graph
- Change the Button ID's to 5 and 6 as seen in the image
- Compile and Save the widget
Can I hide the Walk icon?The Drone Mode icon can be toggled hidden by disconnecting the NOT node from the Option 8 pin. Ticked will show the icon will unticked will hide it. Compile and Save the widget to take effect.
This will be updated in the next version. There will be a tick box named Allow Drone Mode in the Player Movement Settings in the Info Map.
[Fixed] UE 5.1 Main Menu Compile ErrorThere has been a small change in Unreal Engine 5.1 which stops the UI3 from running. An update has addressed that. You can fix this in current projects yourself if you don't want to update. The pin Font doesn't exist anymore in the node Make Editable Text Box Style
- Open the UI3_MainMenu widget. Search for the nodes seen in the image on the right.
- Hold ALT while clicking on the red node FONT to disconnect this node
- Add a new node Make TextblockStyle
- Connect the node Make SlateFontInfo to the Font pin.
- Connect the Text Block Style pin to the Text Style pin.
- Compile and Save the widget.