Pages in Documentation
Customize
Overview
Spl. T. Versions
Placement
Mesh Def.
Segments
Books V2
UI3 Versions
Features /Preview
UI3 Overview
UI3 Bugs
3.2 UI Settings
3.2 UI Design
3 Spline Tools
Doors FAQ
Doors V2 UE5
Step by Step
2 Tips & FAQ
1 Reference
UI3 Game Modes
UI3 FAQ
Books V1
Doors V1
Change list
3.1 Bugs Fixes
2A Generic BP
2B Gen Examples
1 Railings
UI 1 - Part 1
UI 1
Ui 1 - Part 2
1 Overview
2 UI Features
3 Get Started
4 Info Map
5 BP Actors
6 Manage Clients
7 FAQ
8 Tutorials
UI3 Overview
UI3 Get Started
3.1 Info Map
UI3 Edit Mode
UI3 Blueprints
UI3.2 Interface Settings And Data
The settings for the interface and some project settings are entered into the BP_UI3InfoMap blueprint. Place one of them into your scene to make the UI3 Interface work.
You can find it in ArchVizUI3/UI/Blueprints
This section also gives you an overview of all features and what they do in the scene.
The layout and look of the UI is covered in the next section.
Content:
UI Settings for the Project
Select the blueprint BP_SDotUI3InfoMap that you placed into your scene and enter the project data using the Details Panel.> Project Settings | |
> Stream Levels | Add all your levels here that need to be streamed in. Don't add the scenario levels and the ones that are marked as always loaded. |
0 | 1 | 2 ... | Type the exact name of the levels |
Unit ID | This is an internal number that allows different save slots for multiple units. A new number will generate 5 new save slots. |
> advanced display | |
Screen Messages | tick this box to show debug messages on screen during play. They will always appear in the output log. Turn off before packaging your app. |
Fade in Delay | This delay gives the app time to load the levels before the scene becomes visible. 2.0 is default. More complex scenes require longer streaming times. But don't put the time below 2.0. |
Features with Preview
Features with a Preview include- Design Schemes - Changes all Variation Actors
- Variation Groups - Changes groups of Variation Actors
- Scenarios - Replaces sub levels
- Sequence Player - Plays animations
- Scene Travel - Loads another scene
Below are more detailed explanation for each feature type
Button Features
These features only contain buttons and are self explanatory:- Drone Mode Toggle
- Inventory List - See FAQs
- Quit Menu
The image shows the gamepad version. The keyboard/mouse or touch version have active buttons instead of the controller button images.
The keyboard or mouse/touch controlled versions can also have buttons in the main menu bar for taking screenshots, toggle the drone, or exit.
Floorplan
The interactive Floorplan will show the player's position and pre- determent locations to teleport to. Locations are set by placing a BP_UI3Location blueprint into the scene.Add one array element per Floor or Unit. Start with the lowest level in the building as the first array element [0].
> Floorplan | |
Floorplan Header | Change or translate the header here. |
Floorplan Scale | Use this value to scale the floor uniformly. |
> Floors or Units | Add an array element for each Floor or Unit here. |
0 | 1st floor array should be the lowest floor in the building |
Floorplan | A black on white image containing a simplified version of the design blueprints. They need to be on real life scale and imported as is. |
Floor Name | A short name displayed on top of the floorplan image. |
Height Offset | The lowest floor should have an offset of 0.0. The offset is the total offset from the lowest floor. |
> Rooms for List | Add an array element for each Room here. |
0 | 1 | 2 ... | Add the names of rooms here. You can asign Variation Actors to the room ID to make lists more readable. |
> advanced display | |
Fade Black Teleport | If ticked the screen fades to black for the time to teleport to a new location. Good for VR. |
Tele Slide Time | The time it takes to move the player to the new location. Default 1.2 |
Dot Size | The size of the location icon in the floorplan. Default 16, increase to around 32 for touch screen controls. |
Ratio | [Read Only] Displayes the ratio of the floorplan image for debugging. |
Edit Mode
Edit Mode lets the user change materials or meshes in the scene. Place a BP_SDotUi3Variation for each change you want to enable.A Dot under the mouse or in the middle of the screen will appear with the name shown in the menu. Click the mouse button or press the Select button on the controller to start editing. A list of variations will appear to choose from. Then either confirm your choice or reset to the previous one.
> Edit Mode | |
Edit Mode Header | Change or translate the header. |
Marker Visibility | All = Show all markers Selected = Only show the selected marker None = Never show the markers |
Marker Scale | Size of the marker icon |
> advanced display | |
Decal Material | The decal material that is used for the pointer |
Locked Decal Material | The decal material that is used when an asset is selected. |
Decal Size | The size of the Pointer Decal |
Locked Size | The size of the Locked Pointer Decal |
User Manager and Saves
Users can be named and their choices can be saved in up to 5 save slots. The slots can be reloaded when the user comes back another day. Use the 'Unit ID' in the project settings to create separate slots for separate units or houses within the same project.Scenarios and Variations are saved.
> User Manager And Saves | |
Save Slots Header | Change or Translate the Save Slots header here. |
User Manager Header | Change or Translate the User Manager header here |
Screenshot Resolution | Type a screenshot resolution, like 1920x1080, or with a multiplyer of the screen size, like 2. High numbers may crash the game. |
> advanced display | |
Save Slot Size | The slot size. Can be increased for touch screen devices. |
Use Default Save Directory | The defautl directory is within your project MyProject/Saves/Windows/Screenshots |
Custom Directory | This will overwrite the default directory if valid. Otherwise the save of screenshots or lists will fail. |
About Project and Help
> About Project And Help | |
Headers | Change or Translate the header here. |
Project Name | The name of the project will be displayed in the Info widget |
Project Text | An additional punch line for the project name |
> Project Info Text | An array of lines. Meant to be used for address and phone number, etc. |
Prj Info Text Size | Size of the Info Text |
Prj Logo | A square image that is displayed on top of the Info menu. Needs to be black and white to integrate into the UI color scheme. Can be a material |
Help Image | Add an image here to explain the controls. There are images available in the Tex folder. Or create your own image. |
> Office Logos | Add an array of logos here. They need to have a 2:1 side ratio (256x128 px or larger). If they are black and white they are integrated into the UI color scheme. Can be materials. |
Prj Logo Size | The size of the logo in the UI. |
Project Media
This is meant to display marketing or other information for the project. Videos or images with a short description can be stored.> Info Media | |
Info Media Header | Translate or change the header here. |
> Info Media | Add an array element for information you want to display in the Info menu. |
> 0 | First info media asset |
Name | A short name for the button. |
Image | An image to be displayed. To integrate with the UI color scheme, use a black on white image. (Needs UIGraphic being enabled) |
UIGraphic | Untick this if you want the white background of an image to remain white. Otherwise it will be treated as UI graphic. |
Media Source | Add an Unreal Media Source object here to display a movie. This has priority and will override any image to display. |
Description | A short description for the movie or image displayed. |
Settings with Sliders
Settings are mostly done through sliders. Sliders for each group of settings are stored in a slider array. Every slider has the same type of settings. The default value will be loaded at app start.> Features with Sliders - Settings | |
> 0 | ID of the slider |
Name | The name displayed for the slider. Some sliders have generated names. |
Default Value | The default is loaded at app start or when the settings are reset. |
Min | Max Value | The min and max (range) of the slider |
Stepping | This is mostly for the use with gamepad or other controllers. Incremental change when pressing the button for left or right |
is Large Slider | Weather this slider is large or standard. Large sliders extend over the full width. |
Cinematic Camera Feature
> Settings - Cinematic Camera | |
Focal Distance | Manual Focus when Auto Focus is turned off |
Field of View | The Zoom of the camera. 90 is default in Unreal. |
Camera Height | Distance from the floor, or eye height. |
Aperture | The lense aperture. Set to a very low value for cinematic effects |
Depth Of Field | Seems to have no effect |
Take Screenshot Button | Takes a screenshot with the resolution set in the Info Map |
Auto Focus Button | Toggles auto focus on or off |
Tilt Button | Removes any tilt from the camera rotation. Use this in combination with the Field Of View and Camera Height to have some sort of tilt correction for screenshots. |
Settings Features
> Settings - Dynamic Sky | |
Solar Time | 17.5 is at 5.30 pm |
Month | 1 - 12 |
Day | 1 - 30 for every month |
Speed | This will start the sun to loop through the sky if the vlaue is greater than 0.0 |
> Settings - Player Camera | |
Turn Rate | The speed the camera is turning |
Max View Angle Up | Restricts the angle the player can look up |
Max View Angle Down | Restricts the angle the player can look down. |
> Settings - Player Movement | |
Walk Speed | The speed of the user walking |
Min Drone Speed | The initial speed of the drone |
Max Drone Speed | The max speed the drone can fly |
Acceleration Multiplyer | The factor the drone is speeding up during flight |
Deceleration | Sets the deceleration (breaking) of the drone |
> Settings - Scene Quality | |
Screen Scale | Will scale the pixel density down to increase performance. |
Quality | Overall quality of the scene. High should be good for most cases. Lower values will increase performance |
Anti Aliasing | AA can be set here independently from the overall Quality. |
Resolution | Change the resolution here and hit Apply Resolution to actually change the screen resolution |
Apply Resolution | Applies the selected resolution. |
Window Mode | Weather the scene runs in a window or in full screen mode |
Apply Default Resolution | Sets the screen resolution back to the monitors default resolution |
Note: | Some of the game settings will not work proper in the editor but work fine in a packaged or stand alone game |
Settings - Dynamic Sky
> Settings - Dynamic Sky | |
> Advanced | |
Sun Update Interval | Time in secoonds when the sun position will be updated during a loop. |
Sun Speed Factor | The value for the time value to increase per update interval |
Loop Start Time Loop End Time |
The start and end time for the loop. This will skip a part of the night |
Orb Zoom Factor | How fast you can zoom with the mouse wheel. Higher values will increase the zoom speed. Middle mouse button will reset the arm to default length. |
Settings - Camera
> Camera Settings | |
Default Settings | If you wonder where the default settings went - they are now set within the slider value arrays. |
Orbital Camera | True will enable the camera beam to be modified with the mouse wheel and apply the Arm Length set below as default. |
Orb Cam Angle | The angle of the orbital camera. It will look slightly down at default. |
Orb Cam Arm Length | The length of the camera arm. A value of
2000 cm will allow the user to rotate the camera around a building.
Place the player start above the building. The camera will still be
blocked by collision. This isn't fully fleshed out yet. So use with
care. Camera can be zoomed in and out with the mouse wheel. Clickding the wheel will reset the zoom. |
> Advanced | |
Orb Zoom Factor | How fast you can zoom with the mouse wheel. Higher values will increase the zoom speed. Middle mouse button will reset the arm to default length. |
Settings - Player Movement
> Settings - Movement | |
Move To Target Time | The time used to move to a location picked in the floorplan feature. |
Max Can Step On Height | The height the player can step on. It's set so the player can walk up stairs but not step onto tables. |
> advanced display | |
Camera Origin VR | The height of the virtual camera origin for VR. VIVE is on the floor, Oculus is eye height. Head sets for walking around are usually on the floor. Others are eye height. |
Target Material | A Decal Material for the marker that is placed on the floor when mouse move is activated. |
Target Size | The size of the Target Decal |
Target Fade Size | The screen size that the Target will fade out (disappears). 0.0 will not let it fade out. |
Target Life Time | How long the target stays on the spot while a new target decal is created. |
Slider Time Delta | The time a button click on a controller is repeated when holding down that button |
Settings - Game
> Settings - Game | |
Note: | The settings will only work in a stand alone or a packaged version of the app. They don't work proper in the editor windows. |
Resolution | This array has some common resolutions pre set. You can use the min and max value of the sliders to eliminate some of them. If the min value is 1.0 and the max value is 2.0 then only resolutions with the index [1] and [2] will be selectable in the UI. |
Dynamic Resolution | Enables this feature if it is possible with the platform used. |