Pages in Documentation

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Customize
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Overview
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Spl. T. Versions
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Placement
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Mesh Def.
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Segments
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Books V2
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UI3 Versions
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Features /Preview
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UI3 Overview
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UI3 Bugs
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3.2 UI Settings
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3.2 UI Design
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3 Spline Tools
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Doors FAQ
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Doors V2 UE5
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Step by Step
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2 Tips & FAQ
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1 Reference
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UI3 Game Modes
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UI3 FAQ
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Books V1
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Doors V1
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Change list
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3.1 Bugs Fixes
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2A Generic BP
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2B Gen Examples
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1 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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UI3 Get Started
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3.1 Info Map
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UI3 Edit Mode
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UI3 Blueprints

UI3 Frequently Asked Questions

FAQ, Tips and tricks, or answers for frequent questions are here, and known bugs.

Content:

Main Menu Compile Error

Using GPU Lightmass

[Legacy] Touch Screen Controls

Pixel Streaming

Using VR, Touch or Gamepads

[Legacy] Hide the Walk icon?

[Legacy] Change the Fade In Time at Start

Using the Ultra Dynamic Sky Plug-in

[Legacy] Where can I translate the menu text?

Create lists with Easy File Manager

Main Menu Compile Error

Symptoms: 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 or the OpenXR plugin not being enabled. Please enable them even if you do not intend to use them. 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.

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Using GPU Lightmass

GPU 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.

Unreal GPU Lightmass Documentation

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[Legacy] Touch Screen Controls

Touch screen controls are now supported. Set the game mode to SDotUI3_GameModeTouch in the World Settings. Update from the marketplace if this game mode is missing.

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.

UI3 Game Modes

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Pixel Streaming

With 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/

Getting Started with Pixel Streaming.

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Using VR, Touch or Gamepads

You need to set the Game Mode in the World Settings of your scene. The World settings are part of the 'persistent' level. If You only have one level, then this level is the persistent level.

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.

UI3 Game Modes

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[Legacy] 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.

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[Legacy] Change the Fade In Time at Start

Do you need more time to load all assets before the interface fades in? This will be a variable in the next update. Meanwhile you can change this in the SDot_CharacterV3.
  • Open the SDot_CharacterV3 in the blueprint editor
  • In the Event Graph search for BeginPlay
  • You can increase the Duration in the Delay node. This will increase the time the screen stays black.
  • Compile and Save

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  • Set the default values for the projects app in the Info Map in the Dynamic Sky section. This is how the app will start.
> Settings - Dynamic Sky
> Slider Values Sky  
> Index [0]  
Name check the slider name for what the slider sets (TIME for time)
Default Value For 4:30 pm use 16.5. This value will be changed to 1650 in the function to work for the UD Sky.

Do the same for the day and the month.

Functions

There are 2 functions you will have to change in the UI3_MainMenu widget. It's in the Blueprints/Widgets folder.

Find and open the widget. Look for the 2 functions Get Sun Sky and Set Sun Sky.

I left the original nodes in the images below. So you can see the difference to the function for the SunSky actor. I hope that is not too confusing. Feel free to remove the unconnected nodes if you're confident with blueprinting.

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You can create inventory lists either as CSV or HTML files with the Easy File Manager Plugin from the marketplace.

The list can be created from the UI and will be saved in the MyProect/Saved/Lists folder as either CSV (database format) or HTML (web format).

More info will be available in the User Management section.

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