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Overview
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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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3.2 FAQ
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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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UI3.0 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 known bugs. Look here for answers if anything goes not according to plan.

This has been written for UI3.0 !

Content:

Main Menu Compile Error

Using GPU Lightmass

[Legacy] Touch Screen Controls

Pixel Streaming

[Legacy] Use 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?

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' 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.

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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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[Legacy] Use 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. You may 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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Using the Ultra Dynamic Sky Plug-in

Short answer: Yes. But you need to change 2 Functions in the Main Menu Widget. You need to cast to the Ultra Dynamic Sky instead of the Sun Sky Actor.

Below images show how it is done for the Time Of Day. 2 pm would be 1400 for the UDSky and 14.00 for the SunSky.

Get Sun Sky [Function]

Look for all actors of Ultra Dynamic Sky. Check if an actor is found, cast to the UDSky, and get the variable Time of Day from it. The variable needs to be divided by 100.

Day and Month in this example just use the default settings from the Info Map. UDSky should have an option to get those too.

NOTE: Sun Sky Found needs to be ticked in the Return Node of this function or the sliders will be automatically hidden in the widget.

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Set Sun Sky [Function]

This shows how to get the time of day from the UDSky actor. First get all actors, then see of index 0 is valid (UDSky exists), Cast to the found blueprint and set the variable Time Of Day multiplied by 100.

The sliders for day and month will be none functional in this example. UDSky has this functionality but it is a bit more complex to change it, as far as I can see.

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[Legacy] Where can I translate the menu text?

The text that isn't part of the data you enter can be translated in the Advanced Settings of the UI Design section in the Info Map.

Main Menu Text stores all the Main Menu text.

Button Text stores all the text used in buttons plus most of other text that needs to be translated.

Just a reminder: The widget takes the text based on the Array ID. You have to translate the text word by word. Do not delete an array element or the text will appear in the wrong places.

Use the right click menu to Copy/Paste the array from one project to the next.

Or open the info map blueprint and make the changes there permanently for all future projects. You can copy a project's arrays into the info map.

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