Pages in Documentation

../images/architecture/2024/door-custom/thumbs/01.jpg
Customize
../images/architecture/2024/door-overview/thumbs/03c.jpg
Overview
../images/architecture/2024/door-swap/thumbs/01c.jpg
Swap Actor
../images/architecture/2024/door-settings/thumbs/03.jpg
Settings
../images/architecture/2024/kitchen-swaps/thumbs/01.jpg
Swap Actor
../images/architecture/2024/ui3-connect/thumbs/01.jpg
UI3 Connect
../images/architecture/2024/ui3-vr/thumbs/03.jpg
UI3 VR projects
../images/architecture/2024/custom/thumbs/04.jpg
Customize
../images/architecture/2024/kitchen/thumbs/01.jpg
Overview
../images/architecture/2023/ui3_settings/thumbs/13.jpg
UI3 Scene Settings
../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 Vers History
../images/architecture/2023/ui3-custom/thumbs/01.jpg
UI3 Preview Ft.
../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
UI3 Data Entry
../images/architecture/2023/ui3_design/thumbs/01.jpg
UI3 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
[old] Doors UE5
../images/architecture/2022/steps/thumbs/12.jpg
Step by Step
../images/architecture/2022/kitchenfaq/thumbs/01.jpg
Tips & FAQ
../images/architecture/2022/kitchen/thumbs/01.jpg
Reference
../images/architecture/2021/ui3-game/thumbs/07.jpg
UI3 Input Controls
../images/architecture/2021/ui3-faq/thumbs/01.jpg
UI3 FAQ + TIPS
../images/architecture/2020/books/thumbs/01.jpg
Books V1
../images/architecture/2020/doors/thumbs/01.jpg
Doors UE4 (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/06.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 & Info
../images/architecture/2021/ui3-actors/thumbs/02.jpg
UI3 Other BPs

UI3 Input Controls / Game Modes

The Game Mode defines the type of game for the project. How to control it and what type of UI is used.

Some of the content here may be slightly different between versions.

Content:

World Settings

Multiple Input Controls

Game Mode Keyboard

Game Mode Touch

Game Mode Gamepad

Game Mode VR

Input settings (classic) for controllers

Enhanced Input Settings (UE5.3+)

Multiple Input Controls

You may want to use your project for keyboard and mouse and for a VR headset. You can do this by creating multiple persistent levels as it is the case in the demo project. Set the game mode in the world properties of the persistent level accordingly.

The persistent level only contains the Info Map blueprint, a player start and some components that may be necessary for the specific game mode.

All assets are split into sub levels, like for Building or Furniture. These levels are then added to the persistent levels as sub levels. All persistent levels use the same sub levels and changes to the sub level are applied to all versions of your project.

image

Game Mode Keyboard

SDotUI3_GameModeKeyboard

This is the Game Mode for keyboard and mouse controls. It uses

  • SDotUI3_CharacterV3
  • SDotUI3_ControllerKeyMouse. The controller blueprint contains all the nodes to navigate the menu.

The game mode contains a node from the OpenXR plugin to disable the VR headset.

image
This image shows the input controls for Keyboard and Mouse. The Player can use the WASD keys to move around and the Mouse to look around, or to select an item in the scene and interface.

The Info Map will work without changes with this game mode.

image

Game Mode Touch

SDotUI3_GameModeTouch

Use this Game Mode for touch screen devices. Also use it if you want to Pixel Stream onto a touch screen device. It uses

  • SDotUI3_CharacterV3
  • SDotUI3_ControllerTouch. The controller blueprint contains all the nodes to navigate the menu.

The game mode contains a node from the OpenXR plugin to disable the VR headset.

Touch can be simulated during development with Project Settings -> Input -> Use Mouse For Touch. Note that this will block the Mouse input from working in the keyboard mouse game mode.

image
Project Settings -> Input - > Mouse Properties
Use Mouse for Touch Allows you to use the mouse to simulate touch controls. Turn off after use as it blocks the mouse from working correctly.

Settings in the Info Map blueprint:

Info Map -> Project Settings
Use Mouse Move Will be enabled automatically
UI Design
Button Text Size Main menu button size:
20 - increase the size from the default
Scene Presets
> advanced display
Save Slot Size 80 x 80 - Increase the size for touch screen controls
Floorplan
> advanced display
Dot Size 32 - Increase the size of the marker
Info and Help
> About Project and Help The control scheme is used as the first Info Media
Help Image Use the image that shows the touch control scheme from the Tex folder
In previous versions the help image was set as index [0] of the Info Media Array.

image

Game Mode Gamepad

SDotUI3_GameModeGamepad

Use this Game Mode with the XBox gamepad controller or any other compatible controller. It also supports the VIVE and Oculus/Quest controller. Find some more info for the use of other controllers at the end of the page.

This Game Mode uses the

  • SDotUI3_CharacterV3
  • SDotUI3_ControllerGamepad. The controller blueprint contains all the nodes to navigate the menu.

The game mode contains a node from the OpenXR plugin to disable the VR headset.

image
You can simulate the controller buttons on the keyboard as seen in the image.

Select may be either [SPACE] or [ENTER] in earlier versions.

image

Game Mode VR

SDotUI3_GameModeVR

Use this Game Mode for VR scenes. It enables the 3D interface on the virtual tablet. It uses

  • SDotUI3_CharacterV3
  • SDotUI3_ControllerGamepad. This is the same as described in the GameModeGamepad

Follow the link below to read more about the VR mode.

Using VR with UI3

image

image

Input settings (classic) for controllers

This describes the Classic Input Settings. See further down for Enhanced Input Settings (Unreal 5.3+).

You can use other controllers if they are generally supported in Unreal. You may have to activate them through a plug-in, or they may become available once they are connected.

Then add their buttons to the input controls in the Project Settings. Navigate to Engine / Input and then add your controller buttons to the Bindings. This should be somewhat self-explanatory.

Action Mappings are button clicks like ENTER, or keyboard shortcuts like [I] = Screenshot.

Axis Mappings are for player movement or mouse turn.

Detailed information can be found in the Unreal Engine Documentation.

Unreal Engine Documentation - Input

image

Enhanced Input Settings (UE5.3+)

Unreal Engine 5.1 introduced a new system to control input. The file DefaultInput.ini isn't necessary anymore. Input Actions are now defined as assets. The UI3 actions live in the folder ArchVizUI_V3/UI/Etc/Input. You won't need to modify those assets.

The actual input keys and buttons are assigned in the file MC_ArchVizUI3 in the same folder. Here are two examples of how it works:

Keyboard Key S

This key controls the backwards movement. The movement directions are 2 dimensional and can be X or Y, forward or backward. You'll need 2 modifiers for this control key

  • Swizzle Input Axis Values redirects the default input value from the default direction X to the control direction forward, which is Y.
  • Negate will invert (negate) the value to direct backwards instead of forward.

Gamepad Left Stick

The lift stick is a 2 dimensional input controller. The 2 modifiers for the use of this type of input for movement are

  • Dead Zone is a limiter that stops input of low values from the controller. Most controllers are not perfectly calibrated and send low values when they are idle.
  • Scalar is a simple multiplier that increases the value of the stick 50 times for X and Y axis.

A simple Button for Select wouldn't need any modifiers by default.

Enhanced Input on YouTube

image

image

image
Top of page